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AMERICA'S ONLY AMIGA GAMES MAGAZINE 



! ML/ LLW2 



MAY/JUNE 

USA $7.95 
CAN $9.95 



REVIEWED 

IN THIS ISSUE 



MICROCOSM CD32 



PROTECT AMIGA GAME ZONE STAFFS MERI CUNNINGHAM 
FROM A RIVAL SYNDICATE IN THIS FUU.Y PtAYABlE MISSION 
FROM BULLFROG'S NEW AMERICAN REVOLT DATA DISK! 



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I - Jbtf tolled if (he Setsnd Ameritm 
Stvoiufij.-i. Tfieir Silt of fighfj wot 
the buunESi End at a Gouji Gvn 

rhdught SynJrcofe was too easy? 
; tjjjjt* ie preoered for s rude owolcenino. 
r^-^-"" Nil's fim*. ffieyre rsody for you... 

'I AMIGA 
AMERICAN REVOLT I- * I 



V 



V 



LIBERATION 

MINDSCAPE RELEASES ANOTHER CAPTIVE 



PLUS THE BEST OF 7993 AND A NEW COLUMN BY PETER OLAFSON! 



'Wow. No, let me try that again. WOW. 
No, that still doesn't quite say it. Can 
we roll a bigger typeface in here? 





I - *\ 




Asteroids was never 
remotely like this. " 

RATED A 



fl 



PETER OLAFSON 

AMIGA WORLD 

APRIL 1994 






XTpre 



ASTEROIDS WITH ATTITUDE. 



SPECIAL OFFER FOR AGZ READERS: 
For a limited time, you can order 
Stardust for HALF PRICE! Get this 
incredible Amiga-only game and 
amaze your PC owning friends! 



RETAIL S49.95 - NOW ONLY Send your check or money order 

(please include $3 for shipping 
and handling) to STARDUST DISK 
OFFER, clo Amiga Game Zone, 103 
West California, Urbana, IL 61801. 



STARDUST AUTOBOOTS IN PAL AND REQUIRES THE FAT AGNUS CHIP. THE GAME RUNS ON ALL AMIGAS EXCEPT THE A3000 AND AJ000I040. 




THANK YOU for making the launch 
of Amiga Gavie Z.one magazine a 
success! We're striving to provide 
you with the best Amiga, AGA, and CD 32 
games coverage this side of the pond, and 
we've been listening to your comments and 
suggestions on how to improve the maga- 
zine. Please keep those letters and reader 
service cards coming in! 

The most apparent change you will 
notice is that we've improved the brightness 
and contrast of all the screenshots (we hope- 
only our printer knows for sure!) Many of 
you have also urged us to go full-color, and 
we would love to do just that. However, 
color ain't cheap, folks. We were able to 
print color screenshots of the most popular 
games reviewed in this issue on our back 
cover, and we hope to integrate more color 
pages and screenshots into future issues. 

We've received 
many positive 
comments, especially 
about our CD-' 2 
coverage , game 
compatibility info, 
Eurocharts, and tips 
section. In this issue, 
we've enhanced and 
expanded on each of 
these aspects to give 
you more of what 
you've requested. 

Now for the big news. By a margin of 
over 2 to 1, readers favor receiving a cover 
disk with each issue. Though we were some- 
what reluctant at first, we finally arrived at a 
solution that will satisfy both groups. In the 
future, you will find Amiga Game 7.one on 
the newsstands and in computer stores with 
a cover disk packed with great demos like 
this issue's Syndicate: American Revolt 
mission! And if you don't want the cover 
disk, we give you the option of subscribing 
to the magazine with or without the disk. 
We think you'll like our picks for future 
coverdisks - we've vowed to accept nothing 
less than top-notch games. Now for those of 
you saying "yeah, whatever" to that state- 
ment, please stop reading and boot up this 
issue's disk. We guarantee you won't be back 
to this column for at least half an hour. We 
like to think of our coverdisks as the ones 
that our readers don't feel the urge to refor- 
mat! 

And now that we've addressed most of 
your gripes, we've got a few "friendly sugges- 
tions" of our own... 



01-A45D New Europe 
Geofl Miller 
I Male Human, 23 years IS 
Freelance assassin 



HEY, COMMODORE! GET RID OF YOUR 
"STEALTH MARKETING" CAMPAIGN FOR 
THE CD 32 IN AMERICA - ADVERTISE! 



And we don't want to see that dopey 
kid levitating his house again. Sheesh! Take 
a lesson from the aggressive television, print, 
and outdoor marketing campaign that has 
proven to be effective for Commodore U.K. 
You have the best hardware, the largest soft- 
ware library, the best price point... but unless 
you let people know about it over here, the 
CD 32 will ultimately fail in the U.S. market. 

HEY, CD 32 DEVELOPERS! YOU'VE GOT 
OVER 600MB TO PLAY WITH - TAKE FULL 
ADVANTAGE OF THE MEDIUM! 

Too many CD 32 releases just reek of 
blatant shovelware - why do we have to be 
subjected to a 
picture of a floppy 
disk when a CD 
game is loading? 
Microcosm is a step 
in the right direc- 
tion, but we'd like to 
see more of that 
storage devoted to 
gameplay instead of 
graphics and sound. 
Another route is to 
bundle complete 
software catalogs on a single disc - person- 
ally I'd love to see a Sierra/Dynambc, 
Cinemaware, or LucasArts compilation CD. 

HEY, AMIGA GAME PUBLISHERS! THIS IS 
1994 - GIVE US HARD DRIVE SUPPORT! 

Look at Star Trek - 25th Anniversary 
from Interplay. It's AGA only and requires a 
hard drive. And, amazingly enough, it's 
among the top selling AGA games both 
here and in the U.K. It's time that software 
publishers realize that hard drive installability 
is a necessity. As a general policy, Amiga 
Game 7.one will not give a straight "A" rating 
to any game that cannot be installed. 

It looks like I've run out of space for my 
tirade. And just when I was about to jump 
up on my soapbox again to campaign for 
more Amiga sports games (sorry, soccer 
doesn't count). I realize that neither Amiga 
Game 2,one nor the Amiga industry in 
general will ever be perfect, but that doesn't 
mean we can't keep improving. ■ GM 




Body Blows Galactic 

Bubba W Stix 

Burning Rubber , 

Cannon Fodder . ...... 

Combat Air Patrol , 

Dinosaur Detective Agency... 

Disposable Hero 

F-117A Stealth Fighter 2.0 .... 

Frontier - Elite 2 

Fury of the Furries 

Jet Strike 

Jurassic Park 

Liberation 

Mortal Komhat 

Rise of the Robots - PRF.11EW. 

Seek & Destroy 

Settlers 

Simon the Sorcerer 

Suburban Commando 

Turrican 3 

When Two Worlds War 

Winter Olympics 

Zool2 



Body Blows Galactic 

Burning Rubber 

Chaos Engine 

D/Generation 

Isharl 

Jurassic Park 

Overkill 

Pinball Fantasies 

Simon the Sorcerer 



Alfred Chicken 

Alien Breed SE / Qwak 

Arabian Nights 

Bubba 'N' Stix 

Castles 2 

CD Sports Football 

Chambers of Shaolin 

Chaos Engine 

Chuck Rock 

Dangerous Streets 

Deep Core 

Disposable Hero 

Donk!... 

Fire Force 

Frontier- Elite 2 

International Karate Plus 

John Barnes Soccer 

Labyrinth of Time 

Liberation 

Lotus Trilogy 

Microcosm 

Nigel Mansell's World Championship. 

Oscar 

Pirate's Gold! 

Prey - An Alien Encounter 

Project-X SE / F17 Challenge .... 

Seek & Destroy 

Seven Gates of Jambala 

Super Putty 



RM1GR 
GRME ZONE 





PUBLISHER 



Ralph Barbagallo 
Brian Bosley 
Jason D'Aprile 
Dave Fleming 
John Gray 
Hob Hays 



COLUMNIST 



GeoffMillc 



Jason Lowe 

Rick Micetie 

Eric Pcnn 

Mark Pulokas 

f lans Vahlenkamp 

Robert Van Buren 

Mike Cole 
Tim Stiles 

Peter Olafson 



PHOTO FEATURE 

Producer; Mike Miller 

Uniform: Chicago Power 

Game: Gremlin Graphics 

Model: Mcri Martha Cunningham 
Photo; Kyle Beachy & Brian StauiYer 



SUBSCRIPTIONS 

SIX ISSUES - S 19.95 postpaid 
WITH DISKS -S34.95 postpaid 

Send check or money order to: 

AMIGA GAME ZONE 

103 W. CALIFORNIA 

URBANA, IL 61801 

Orders: 1-800-32-AMIGA 
Info; 1-217-344-3478 
Fax: 1-217-344-3478 

Internet E-Mail Atidress; 
gamezone@'fircfly.prairienet.org 



AMIGA GAME ZONK is puhlished bi- 
monthly for S19.95 for si* issues (S34.95 
with disks) bv Amiga Game Zone, 103 W. 
California, Urban*, IL 61801. Second- 
class postage paid at Urbana, IL. POST- 
MASTER: Send address changes to Amiga 
Game 'Zone, 103 VV. California, Urbana, IL 
61801. Amiga Game Zone is not connected 
with Commodore Business Machines, Inc. 
All games and characters in this magazine 
are copyright © 1994 by their respective 
owners. All other material copyright © 
1994 Amiga Game 'Zone. By the way, kids, 
there are monkeys in my bathwater. 



NEW U.K. RATINGS SYSTEM 



For Ages • Pour Ages • Para Arios • Furjahren ^g? 0^^^k fe 


0-10 )/ 


11-14 )/ 


''mm 


15-17 \/ 


18+ \/ 


COPYRIGHT © 1993. EUROPEAN LEISURE SOFTWARE ^tJO' 
PUBLISHERS ASSOCIATION. ALL RIGHTS RESERVED ^»*V> 



THE U.K. has been in a frenzy during 
the last few months as the tabloids 
and other media have increasingly 
blamed the playing of computer games for a 
myriad of social ills. Parents and politicians 
alike have been calling for regulation. In an 
attempt to avoid government mandate, the 
games industry has announced its own 
ratings system advising consumers of 
computer game content. 

The European Leisure Software 
Publishers' Association (ELSPA) has 
approved a system whereby each software 
publisher rates its own games. Four age 
categories have been chosen: 0-10, 11-14, 
15-17, and 18+. Beginning May 1, every 
disk, cartridge, and CD game is supposed to 
show all four age groups with checks next to 
the appropriate age ratings. A cartoon logo 
(Monitor Man) was also proposed as part of 
the rating illustration but has since been 
dropped due to industry disapproval. 

While this self-regulator}' system was 
accepted unanimously last year by the 
complete ELSPA membership, the games 
industry seems to be reluctant to actually 



implement it. Some publishers question the 
use of all four ratings on every product and 
suggest using a method similar to that of the 
film industry by simply listing only the 
appropriate rating for each particular game. 
There is also concern that some software 
houses may include irrelevant violence or sex 
scenes in a game in order to obtain an 18+ 
rating, making it off limits (and therefore 
more enticing) to younger consumers. 

The biggest drawback of this system is 
that ELSPA has no real power to enforce its 
directive. Nintendo and Acclaim, current 
ELSPA members, have already made it clear 
that they plan to ignore the new classifica- 
tion system. Both companies would rather 
see a universally accepted plan in place and 
are anxiously waiting to see what kind of 
ratings standard the United States devises. 

While other companies are also hoping 
for something better to appear, most 
publishers have agreed to use this system. 
Most grudgingly concede that self-regula- 
tion beats government legislation any day. 

How long will it be before we here in 
the U.S. face the same situation? ■ 




HAMMER TIME 
AGAIN 

CORE DESIGN is set to pound the 

competition with Heimdall II: Into 

the Hall of Worlds. This time 

VH Heimdall sacrifices his divinity in 

order to search for the six pieces of 

a magical amulet. With this powerful 

amulet in his possession, Heimdall will be 

able to imprison Loki, nemesis of the gods. 

The sequel retains the smoothly 

animated cartoon-style sprites that made 

the original game so popular. Now there are 

six new lands to explore, each of which 

includes stunning background animations 

and visual effects. Look for a complete 

. review in our next issue. ■ 



I -^ rr-k v-»^ 



NOTES! 



GRAPHIC 

ADVENTURE 

SHOWDOWN 



fcapiitD 



HARD DRIVE owners, rejoice! Two new 
multi-disk adventure games are gunning for 
the top spot held by Monkey Island 2. 

Beneath a Steel Sky (about S50, see 
above) from Virgin is first out of the gate 
and spans an incredible IS disks. With visu- 
als designed by Watchmen comics artist 
Dave Gibbons, this cyberpunk adventure 
looks like a real winner. 

King's Quest 6 (about S50, see below) 
from Sierra is the long-awaited conversion 
from the PC adventure of the same name. 
KQ6 has 8 disks for your installing pleasure. 

Ironically, both games were produced 
by Revolution Software, the team responsi- 
ble for Lure of the Temptress. Expect true 
conversions, not just PC ports! ■ 




STRATEGIC PLANS 

FROM R.A.W. 
ENTERTAINMENT 

IF YOU are alarmed about the plethora of 
platform games available for the Amiga and 
the distinct lack of true strategy games, 
R.A.W. Entertainment's plans for 1994 
should be welcome news. R.A.W. is one of 
the few remaining games publishers for the 
Amiga that sells exclusively in the U.S. 
Currently, four new releases are planned for 
spring, three of which are strategy titles. 

Suez 73 (S34.95) is a modern day 
strategic simulation based on the GDW 
board game of the same name. The game's 
setting is the Israeli-Arab conflict of 1973. 

Step aside, Ghengis! Take control of 
the Mongol hordes in Mongol 
Commander (S34.95), the detailed simula- 
tion of the battles of Ghengis Khan. Do 
battle with an array of infantry, archers, and 
light and heavy cavalry. 

B-29 (S29.95) allows you to play the 
role of any one or all of the crew members 
of a B-29 on a series of detailed missions. 
Ten man years in the making, R.A.W. 
claims this one to be one of the most 
detailed flight simulations produced. 

Finally, for shoot 'em up fans, Wildfire 
(S29.95) offers a unique game save feature. 
It eliminates the frustration of dying at the 
start of the final level and then having to 
play all the previous levels again! Why can't 
every game include this ability? 

R.A.W. Entertainment is different 
from traditional games publishers in that it 
sells directly to customers. To inquire about 
these titles, call (713) 286-2386. ■ 



BETTER CONCEPTS 
GOES PUBLIC! 

PUBLIC DOMAIN, that is. The guys at Better 
Concepts announce that after 8 years, they 
are now the "leading" Amiga PD company 
that sells only the very best public domain 
software. They have literally thousands and 
thousands of disks and packages available, 
as well as a large supply of CD-ROM titles. 
They also publish their own line of CDs, 
including the only Amiga-format adult 
entertainment CD (for those of you over 
18). Sexual Fantasies (SS9.95) is compati- 
ble with all CD-equipped Amigas, includ- 
ing the CD . For more information on 
their full line of PD software titles, call 
(914) 639-5095. ■ 



PLATFORMER WITH 

A SOCIAL CONSCIENCE? 




PINKIE EMBODIES the spirit of the caring 
90's with its unique pallette of pastel colors. 
Millenium has given us a most unlikely hero 
who is afraid of heights, can't run very fast, 
and refuses to kill anything. Yet Pinkie vows 
to search the universe for the last few 
remaining dinosaur eggs. What a guy! ■ 



RMERICRN 
TOP 20 



This month we've broken down the 
charts into two lists, one for standard 
Amiga releases and another for AGA- 
only games. Look for the American 
CD 32 charts in the CD 32 section at the 
center of the magazine. 



1 Frontier - Elite 2 

2 Mortal Kombat 

3 Cannon Fodder 

4 Settlers 

5 Liberation 

6 Innocent Until Caught 

7 Wing Commander 

8 Second Samurai 

9 Stardust 

10 Jurassic Park 

11 Kings Table 

12 Puggsy 

13 Syndicate 

14 Sg ace Legends 

15 Tornado 

16 F 117A Stealth Fighter 2.0 

17 Fly Harder 
IS Cool Spot 

19 Award Winners 

20 Blue and the Gray 



1 Star Trek - 25th Anniversary 

2 Second Samurai 

3 Civilization 

4 Jurassic Park 

5 Ishar 

6 Morph 

7 Ishar 2 

8 Ryder Cup Golf 

9 Pinba|l Fantasies 
lO Naughty Ones 



American charts provided by 

bmd 

British Magazine Distributors 



EURORERN 
TOP 20 



Cannon Fodder continues to domi- 
nate the U.K. sales charts with stellar 
reviews from all 5 major Euro mags. 
The most surprising entry lias to be 
the original Zool (#18) with no 
mention of its successor, Zool 2. 



1 Cannon Fodder 

2 Frontier - Elite 2 

3 Premier Manager 2 

4 Settlers 

5 Skidmarks 

6 Winter Olympics 

7 Liberation 

8 Championship Manager 93 

9 Mortal Kornbat 

10 Award Winners - Gold Edition 

11 Sensible So«er 92/93 

12 Championship Manager Italia 

13 Jurassic Park 

14 Blue and the Gray 

15 Simon the Sorcerer 

16 Second Samurai 

17 Micro Machines 

18 Zool 

19 Syndicate 

20 Super frog 



1 Ryder Cup Golf 

2 Simon the Sorcerer 

3 Sim Life 

4 Star Trek - 25th Anniversary 

5 Brutal Football 

6 Civilization 

7 Jurassic Park 

8 Alien Breed 2 

9 Burning Rubber 
10 Diggers 



hunpean 

charts 

provided 

by 



: ELSPA -: 



>/* * *.*f 



AGA-ONLY 
SHOOTER 



f^3 



THE YEAR is 1999. The place is Earth. But it 
is the Earth of a different timeline, where 
the last two world wars were never fought 
and where technology hasn't advanced 
beyond the propeller-driven fighter plane. 

When Blardax Maldrear decides it's 
time to take over, only one man with his 
incredible fighter plane has the guts to stand 
in the way... but do you really care about the 
plot? I didn't think so. All you really need to 
know is that Banshee from Core Design 
could very well be the next SW1V for the 
AGA crowd. CD-" owners get an enhanced 
version with a FMV intro sequence! ■ 



PROGRAMMER 
WANTED 




COULD YOU program a chess game? One of 
the most interesting concepts we've heard in 
quite a while was submitted to us in hopes 
of finding a suitable programmer. 

Armageddon: Doomsday Chess is a 
unique four-player chess variant with rules 
similar to the original game. The project is 
still in the design stage, but it looks very 
promising from the screenshot shown here. 
Many options could be implemented, but 
we think support for a four-way null- 
modem link would put this game over the 
top. Interested coders should contact 
Gerald Welch at (903) 685-2698. ■ 



/" 




International 
Networking 
Corporation 



5100 E. La Palma Avenue #118 

Anaheim Hills, CA 92807 

(714)777-3703 

FAX (714)777-7182 



WE SPECIALIZE IN THE AMIGA WE ONLY IMPORT THE TOP EUROPEAN TITLES 



Curopecin Software 






find Magazines! 



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>ma. 



Bruce 
Smith 
Books 



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First in the USA with NEWTifies 
Best Selection of Games & Peripherals 
Charts and New Release Schedules 
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PRE Tested for NTSC Compatibility 
Aways a Large Selection of Stock 
Knowledgable Sales Staff 
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Hard Drives v 
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MEMORY HARD DRIVES AMIGA HARDWARE CD 32 TITLES Al 200 TITLES 



THE QUALITY 



IMULIiRS 



1 -800-995-9843 




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feed by the all new strategy, 
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brought his knowledge to bear^^JgipDlates of 1 
-nmm.tar qaminojfltilb-afr-'^^militaiv force; 
.-MOo1<sancl feels nationsNrf the 
..We realistic than ever before. have bee\in< 
All aspects involved in the insight into r^ 

running of an army have been KoreE^Vietoj 
considered, so that now youcaj^^DeserfStorm 
place yoursejfincgjsnsafflffir 
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"ind. Over 130 3D Graphics i 



Jejpplates of the moRi 
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insight intoNeal conflicts sud 
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Jitey. London NiS ODA. Telephone: 
i ol Entertainment Inlernaiianal (UK) Ltd 
- Jonathan Griffiths 



QBV343 9M3 



4 O F : r 




FOR OUR 
RERDERS 



JIDE TO OUR REVIEWS 



Our reviewers are truly devoted. They play 
games until their hands get raw and blis- 
tered or until their minds go numb. (For 
some of us that's about five or six seconds.) 
Each reviewer then assigns a grade to the 
game he or she has so painstakingly tested. 

To maintain some consistency, each grade 
is evaluated by the editors. Any major 
discrepancies between the grade and either 
the reviewer's text or the opinions of the 
editors result in debate, re-evaluation, and 
subsequent adjustment ot tlie grade if 
needed. This discussion process usually 
takes place over a sausage and peppcroni 
pizza at about two in the morning. Take 
that for what you will. (No, we don't actu- 
ally levitate over die pi/.za, I meant... oh, 
nevermind.) 



WHAT THE GRADES MEAN 



A certified Amiga Game 
ZoneWtt and a must buy. 
All gamers should add 
this to their collection 
immediately. Violators 
will be arrested by The 
Zone police. 



An above average game. 
It is well-designed, hut 
lias a few minor prob- 
lems or docs not have 
mass appeal. Fans of the 
genre, however, will be 
very pleased. 

Pretty darn average. 
Nothing to set it apart 
from others like it. 
Players interested in 
this type of game may 
want to take a peek, 
though. 

Below average. An acci- 
dent just waiting to 
happen. Loaded with 
problems, and only for 
those dedicated gamers 
with a masochistic 
streak. 

Forget it. Give this 
kind a swift three- 
fingered salute. Buy it 
only if you're curious, 
wealthy, and have 
nothing better to do 
with your life. 



AMIGA 



GAME ZONE 



EURO CHARTS 



Listed below are the games reviewed in this issue of Amiga Game Zone 
that have been rated by at least three of the top five Euromags. Their 
ratings are based on a 100% scale, but frankly we can't differentiate 
between an 84% and an 86%. Keep in mind that the averages can be 
misleading since it only takes one extreme rating to distort the overall 
score. We feel that these charts - in addition to our own reviews - will 
provide you with an accurate picture of how the industry regards a game. 







4f 


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<• £ > 

** ^ «° £ * 

•A -A -A V . 


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Alfred Chicken CD 32 


Mindscape 


76 


64 


75 


86 


87 


77.6 


Arabian Nights CD 32 


Krisalis 


- 


88 


88 


90 


- 


88.7 


Body Blows Galactic 


Team 17 


84 


88 


79 


57 


87 


79.0 


Bubba 'N' Stix 


Core Design 


87 


85 


84 


90 


91 


87.4 


Burning Rubber 


Ocean 


58 


78 


79 


41 


78 


66.8 


Cannon Fodder 


Virgin 


94 


95 


94 


93 


93 


93.8 


Castles 2 CD 32 


Interplay 


46 


76 


45 


63 


54 


56.2 


Chaos Engine AGA 


Renegade 


- 


89 


91 


- 


90 


90.0 


Combat Air Patrol 


Psygnosis 


84 


84 


88 


88 


89 


86.6 


Dangerous Streets CD 32 


Flair 


53 


48 


3 


- 


22 


31.5 


Dinosaur Detective Agency 


Alternative 


84 


38 


60 


20 


- 


50.5 


Disposable Hero 


Gremlin 


80 


70 


77 


79 


83 


77.8 


F-117A Stealth Fighter 


Microprose 


89 


92 


86 


- 


80 


86.8 



Gametek 



93 



90 



65 



Fury of the Furries 



Jet Strike 



Mindscape 



55 



77 



97 
81 



96 
90 



88.2 
77.8 



Alternative 



John Barnes Soccer CD 32 Krisalis 
Jurassic Park AGA Ocean 



Labyrinth of Time CD 32 Electronic Arts 



75 


71 


68 


50 


84 


69.6 


- 


49 


56 


45 


- 


50.0 


88 


70 


71 


87 


89 


81.0 


87 


69 


47 


69 


81 


70.6 



Liberation 



Mindscape 



Liberation CD 32 


Mindscape 


90 


91 


91 


% 


94 


91.2 


Microcosm CD 32 


Psygnosis 


84 


87 


44 


86 


86 


77.4 


Morph CD 32 


Millenium 


79 


78 


78 


- 


- 


78.3 



Mortal Kombat 



Virgin 



91 



Nigel ManseU CD 32 
Overkill AGA 



Gremlin 



90 



96 



92 



91. 



93 



36.6 



50 



81 



73.5 



MindscaDe 



Pirate's Gold CD 32 


21st Century 


9D 


82 


74 


64 


79 


77.8 


Prey CD 32 


Almathera 


- 


66 


37 


45 


17 


41.3 


Seek and Destroy 


Mindscape 


85 


85 


73 


83 
82 


78 


80.8 


Seek and Destroy CD 32 


Mindscape 


83 


83 


79 


81.8 


Sensible Soccer CD 32 


Renegade 


90 


93 


90 


- 


- 


91.0 


Settlers 


Kompart 


89 


94 


88 


90 


90 


90.2 


Simon the Sorcerer 


Adventurcsoft 


88 


84 


69 


90 


89 


84.0 


Suburban Commando 


Alternative 


58 


23 


62 


68 


45 


51.2 


Turrican 3 


Renegade 


81 


77 


62 


85 


79 


76.8 


When Two Worlds War 


Impressions 


85 


79 


- 


45 


80 


72.3 


Winter Olympics 


US Gold 


85 


70 


48 


79 


55 


67.4 


Zool 2 


Gremlin 


79 


93 


86 


76 


90 


84.8 




SYNDICATE 

mam revui 

YOU FOUGHT tooth and nail, sacrificing countless cyborg 
agents to gain control of the American territories. But 
now the natives want them back! The citizens of North 
and South America, tired of punitive tax rates and 
streets that aren't safe to walk, are taking up arms 
against the syndicate and looking to gain autonomy. If 
you let this happen, not only will it jeopardize your 
position as syndicate executive, but it will also bring 
your stay on planet Earth to a premature close. Be 
warned, rival syndicates look upon the American revolt 
as the ideal opportunity to gain an upper hand in the 
ongoing struggle for supremacy. In 21 new missions you 
must protect syndicate interests in the American territo- 
ries, regain control from the unruly masses, and at the 
same time neutralize enemy syndicate activity. ■ 



ATTENTION SYNDICATE OWNERS 



THEY'RE GU11G FOR MAI - CAN YOU SAVE HER FROM A FIERY DEATH? 



If 



EXCLUSIVE PLAYABLE MISSION ON THIS MONTH'S DISK 



Bullfrog has designed an 
exclusive special mission 
from its new data disk for 
Amiga Game Zone readers. 

The cover of new AGZ 
staffer Meri Cunningham 
has been blown. You must 
protect her from enemy 
agents so she can safely 
deliver important documents 
to our spacious mid-town 
office. Just take a peek at the 
inside back cover of this very 
issue, and you'll have a pretty 
good idea of why we'll be 
very disappointed if she ends 
up as a charred pile of ashes. 

Syndicate can be played on 
any Amiga with a mouse, but 
the speed of the game is 
determined by your system. 
Note: A4000 owners should 
disable CPU caches before 
loading the game. 




You control your 4 agents by 
clicking on their windows. To 
control all 4 agents at once, 
select the team bar. Click on 
any point in the city to send 
the agent(s) to that location. 

/The three bars below each 
player are adrenalin, percep- 
tion, and intelligence indica- 
tors. See the player's guide in 
AGZ #1 for info on these. By 
pressing both mouse buttons 
at once, these levels will go to 
Panic Mode (use this often!) 

After selecting a weapon icon 
with a left-click, you can fire 
with a right-click. Right- 
click on a weapon icon to 
drop it and left-click on dead 
agents' guns to pick them up. 

Click on a car to board it and 
click on any section of the 
road to drive to that location. 

Be sure to watch the scanner 
to monitor Meri's location. 







ELECTRONIC ARTS WILL NQI 
BE PUBLISHING THE DATA DISK. 

THE AMIGA VERSION WILL NOT BE 
AVAILABLE IN COMPUTER STORES. 

THE DATA DISK IS AVAILABLE ONLY 

THROUGH THIS EXCLUSIVE SPECIAL 

OFFER DIRECT FROM BULLFROG: 



The Syndicate: American Revolt 
data disk replaces the fourth disk of 
the original game and contains 21 
all-new missions. To order, send 
S19.95 (postage paid) to: 

BULLFROG DATA DISK 

C/O AMIGA GAME ZONE 

103 WEST CALIFORNIA 

URBANA, IL 61801 

OR CALL 1-800-32 AMIGA 

NOTE: The original Syndicate disks 
are required to play the new missions. 



ANY SYNDICATE EXECUTIVES WHO HAVE 
LET SUCCESS IN THE ORIGINAL MISSIONS 
GO TO THEIR HEADS ARE IN FOR A RUDE 
AWAKENING. SYNDICATE: THE AMERICAN 
REVOLT IS A COMPLETELY DIFFERENT 
PROPOSITION. YOUR CYBORGS WILL SOON 
BE FACING ENEMY AGENTS WHOSE REAC- 
TIONS ARE AT LEAST TWICE AS FAST AS 
ANYTHING ENCOUNTERED BEFORE. THEY 
ARM, AIM, AND FIRE WITHOUT HESITATION 
AND WITHOUT MERCY. IF YOU CANNOT 
WITHSTAND THE INITIAL ASSAULT, FAILURE 
COMES QUICKLY. CRUSHING THE AMERICAN 
REVOLT WILL TAKE ALL OF YOUR SYNDICATE 
EXPERIENCE AND CONSIDERABLE SKILL. THE 
LINE BETWEEN SUCCESS AND FAILURE IS 
THIN - THE RESULT OF FAILURE IS TERMI- 
NAL. STILL THINK YOU'VE GOT WHAT IT 
TAKES FOR SYNDICATE: AMERICAN REVOLT? 







Cannon Fodder 93.8 

Lemmings 2 92.4 

Soccer Kid 92.0 

|,_ 4. Flashback 91.4 

5. Syndicate 91.4 

6. Liberation CD 32 91.2 

7. Desert Strike 91.0 

8. Hired Guns 91.0 

9. Sensible Soccer CD 32 91.0 

10. Soccer Kid AGA 91.0 

11. Body Blows 90.6 

12. Settlers 90.2 

13. Chaos Engine AGA 90.0 

14. Civilization AGA 90.0 

15. Pinball Fantasies CD 32 89.0 

16. Dune 2 88.8 

17. Arabian Nights CD 32 88.7 

18. Gunship 2000 88.6 

19. Goal! 88.4 

20. Frontier 88.2 

21. Micro Machines 87.8 

22. Skidmarks 87.6 

23. Chaos Engine 87.4 

24. Alien Breed 2 87.0 

25. Superfrog 86.8 

26. F-117A Stealth Fighter 86.8 

27. Zool CD 32 86.7 

28. Combat Air Patrol 86.6 

29. Mortal Kombat 86.6 

30. Lionheart 86.4 

31. 1869 AGA 86.0 

32. Lost Vikings 85.8 

33. Sleepwalker AGA 85.7 

34. Fl 85.6 

35. Ishar2AGA 85.5 

36. Pinball Fantasies AGA 85.5 

37. Qwak 85.4 

38. Stardust 85.4 

39. Worlds of Legend 85.4 

40. Alien Breed 2 AGA 85.2 

41. History Line 1914-1918 85.2 

42. Sleepwalker 85.0 

43. Zool 2 84.8 

44. Legends of Valour 84.6 

45. Overkill AGA 84.6 

46. Christmas Lemmings 84.5 




H3H9! 


ft' 




i> ^ 


SYNDICATE 



THE BEST 
OF 1993 



i NC that game programmers can 
still push the li ctmporer that is 

basically S years old. 1'W.t was .mother 
banner vcar fur the Amiga in terms ot new 
and innovative games, and we'd like to 
showcase the cream of (lie crop. We've 
listed fir.iiiiiiilly every Amiga game 
released last tear on these two pages, am) 
■i i minded the composite 
percentage rating .J from the 

five leading Kuropean cnaga/.incs. 

Many worthy contenders were vying for 
the top spilt, hut Cannon Fodder emerged 
the victor with in impressive W.8 percent 
combined rating. Close behind were 
iccei Kid, flashback, and 
Syndicate. One title deserving special 
mention is Frontier, which would have 
grabbed the #1 position had it not received 
a 65% rating from one reviewer. 

Equally (if not more) interesting are the 
Big Lotcn of 1993. Doofrut, Dangerous 
Streets, Inter national Rughy Challenge, 
and Deitfl H turn in shreds by 

reviewers. We hope you bypassed the 
lame excuses tor entertainment and made 
some good software buys hist vein. 




47. 
48. 
49. 
50. 
51. 
52. 
53. 
54. 
55. 
56. 
57. 
58. 
59. 
60. 
61. 
62. 
63. 
64. 
65. 
66. 
67. 
68. 
69. 
70. 
71. 
72. 
73. 
74. 
75. 
•76. 
77. 
78. 
79. 
80. 
81. 
82. 
83. 
84. 
85. 
86. 
87. 



90. 
91. 
92. 



LEMMINGS 2 




Sleepwalker CD 32 84.3 

Robocod AGA 84.3 

Arabian Nights 84.2 

Uridium 2 84.2 

Graham Gooch - Second Innings . . . 84.0 

Nippon Safes Inc 84.0 

Premier Manager 2 84.0 

Simon the Sorcerer 84.0 

Trolls CD 32 84.0 

Chuck Rock 2 83.8 

Space Hulk 83.8 

MorphAGA 83.7 

Walker 83.6 

Brutal Sports Football 83.5 

Diggers CD 32 83.5 

Fantastic Dizzy 83.5 

Trolls AGA 83.3 

Ishar2 83.2 

War in the Gulf 83.2 

Battle Isle '93 82.8 

Overkill / Lunar-C CD 32 82.7 

IsharAGA 82.4 

Zool AGA 82.3 

Alien 3 82.3 

Bob's Bad Day 81.8 

D/Generation CD 32 81.8 

One Step Beyond 81.4 

Campaign - Scenario Disk 81.3 

Ryder Cup AGA 81.3 

Jurassic Park AGA 81.0 

Championship Manager '93 80.8 

Seek and Destroy 80.8 

European Champions 80.5 

Yo! Joe! 80.4 

Demo II Collection CD 32 80.0 

Kxusty's Fun House 80.0 

B17 Flying Fortress 79.8 

Diggers AGA 79.7 

Mean Arenas 79.7 

Switchquiz 79.5 

Patrician 79.2 

Body Blows Galactic AGA 79.0 

Blade of Destiny 78.8 

Abandoned Places 2 78.6 

Blob! 78.6 

Morph CD 32 78.3 





93. Beavers 78.3 

94. Genesia 78.3 

95. Reach for the Skies 78.3 

96. Scrabble 78.3 

97. Caesar Deluxe 78.0 

98. Cool Spot 78.0 

99. Globdule 78.0 

100. Disposable Hero 77.8 

101. Fury of the Furries 77.8 

102. Pirate's Gold CD 32 77.8 

103. Wiz'N'Liz 77.8 

104. Alfred Chicken CD 32 77.6 

105. Woody's World 77.5 

106. Global Gladiators 77.4 

107. Turrican 3 76.8 

108. Space Crusade - Voyage Beyond .... 76.4 

109. Campaign 2 76.2 

110. Global Domination 76.0 

111. Deep Core CD 32 75.0 

112. Mean Arenas CD 32 75.0 

113. T2 - The Arcade Game 75.0 

114. Whale's Voyage AGA 75.0 

115. Goblins 3 74.8 

116. Sink or Swim 74.4 

117. Sim Life AGA 74.2 

118. Star Trek - 25th Anniversary 74.2 

119. Overdrive 73.8 

120. Nigel Mansell CD 32 73.5 

121. Humans -Jurassic Levels 73.0 

122. Morph 73.0 

123. Simon the Sorcerer AGA 73.0 

124. Alfred Chicken 72.4 

125. When Two Worlds War 72.3 

126. Deep Core 72.0 

127. Transarctica 72.0 

128. Magic Boy 71.8 

129. Donk! 71.6 

130. Graham Gooch Cricket 71.0 

131. Bard's Tale Construction Kit 70.8 

132. Oscar AGA 70.7 

133. Labyrinth of Time CD 32 70.6 

134. Robocod CD 32 70.3 

135. Dogfight 70.0 

136. Oscar 70.0 

137. Jetstrike 69.6 

138. Cyberpunks 69.0 



1 

q 


m 

5 

W^*> 1: J 


i ! 


* m 


HIRED 


GUNS 



PICK YOUR FIVE FAVORITE 
AMIGA GAMES OF 1993 & 
WIN YOUR CHOICE OF ANY 
AMIGA GAME EVER MADE! 

mi GAMES pictured across the top and 
bottom of these page* arc the Amiga Game 
Zone nomination-- for Game of tin 
But we're leaving tin.' final decision up to 
u. We need your votes to determine 
merka'a favorite Amiga game tor 1 W3. 

dimply fill out the insert card on this pag e 

list your t uiga game* 

jublished in 1993. We'll tally the results 

ld determine llic win net. 'Soil may choose 
mm any of the 183 games listed on these 

m pages. Entries listing games from 
ither years will he disqualified (no 
I cmmings.letris, Monkey Island, etc.) 

Lhi- in-.t ]..m u ih.ii as "'" b$. chaining 
five entries at random to receive the 
Amig a game of their c h o ice I You can list 
any Amiga game ever published, from the 
first Amiga game (Mimhvalker) to any 
current release! So whether vou've been 
looking for Little Computer People for 
years or you'd jusl like to have Microcosm 
foryonr CD", now is your chance to enter 
and vrin! Contest ends and the winners 
will he drawn on July I, IW4, so send in 

our entry right away! 



f*m 


-■.i a ■- 


5*imi!far 


-rr— 


r 




FRONTIER 




139. Nigel Mansell AGA 69.0 

140. NowThat's...Games CD 32 69.0 

141. Transarctica AGA 68.8 

142. 1869 68.2 

143. Gear Works 68.2 

144. A320 Airbus - American Data 68.0 

145. Whale's Voyage CD 32 68.0 

146. Theatre of Death 67.8 

147. Burning Rubber 66.8 

148. Cosmic Spacehead 66.8 

149. Wonderdog 66.6 

150. Tornado 66.4 

151. Fatman AGA 66.0 

152. Blastar 65.2 

153. Ancient Art of War in the Skies .... 64.5 

154. Oscar CD 32 63.0 

155. Kingmaker 62.3 

156. Whale's Voyage 62.2 

157. Prime Mover 61.8 

158. Beastlord 61.3 

159. Entity 61.3 

160. Fatman 61.3 

161. D-Day 60.2 

162. Nicky 2 60.2 

163. Creatures 59.0 

164. Airforce Commander 58.7 

165. Fire Force CD 32 56.0 

166. Rules of Engagement 2 56.0 

167. International Open Golf AGA 55.3 

168. Crystal Kingdom Dizzy 54.6 

169. Firehawk 54.0 

170. Piracy on the High Seas 53.3 

171. Cohort 2 52.8 

172. Alio 'Alio 52.3 

173. Suburban Commando 51.2 

174. Cardiaxx 50.7 

175. Dinosaur Detective Agency 50.5 

176. John Barnes Soccer CD 32 50.0 

177. Super Cauldron 49.0 

178. Super Sports Challenge 39.4 

179. Napoleonics 36.7 

180. Dennis 35.3 

181. International Rugby Challenge 31.8 

182. Dangerous Streets CD 32 31.5 

183. Doofus 29.0 





UD 



FRONTIER 



Some years back, a game called Elite hit 
the market. When it first came out, it 
was thought to have everything ever 
wanted in a game. You had complete free- 
dom to roam the galaxies, to trade goods, 
and to eliminate scum from the universe. 
Enjoyable at first, but the more you played 
Elite, the clearer it became that there should 
be something more to the game. You could 
never land on a planet. Stations all looked 
the same. It was even annoying at times, as 
you crashed into the space station and died. 
Despite these problems, we still loved Elite. 





Now the much awaited sequel is out. 
Frontier: Elite II has arrived, sporting 
numerous improvements. As before, you 
have a whole universe to explore, but not the 
same one as in the original Elite. In the 
original there were seven galaxies, and you 
needed a hyperspace drive to get from one to 
another. The stars and planets, though 
different, seemed the same. In Frontier, you 
are now in one large galaxy, and it is divided 
into Federation, Empire, and Independent 
space. 

The first improvement you notice in 
Frontier is that you can now land on planets 
as well as dock at space stations. If your ship 
can survive the gravity, you can land on any 
planet in the galaxy. If you want to come 
screaming down to a planet's surface (and 
you will), you'll find atmospheric shielding 
to be a necessity. 

You start out with a Eagle Long Range 
Fighter MKIII with goodies like auto-pilot, 
radar scanner, atmospheric shielding, and 
some adequate weaponry. There are many 
differences between the ships in Elite and 
Frontier. In Elite, you had your trusty Cobra 
MKIII and that was it. In Frontier, you can 
buy any type of ship you want (or can afford) 
ranging from interplanetary shuttles to 
Panther clipper ships. There are also all new 
weapons and interstellar drives. Now there 
are 8 classes of engines, and depending on 



the size of your ship, you can get bigger 
drives which can make longer jumps in 
shorter time, but at increased fuel cost. 
There are also military drives, which are 
improved drives that are more efficient and 
smaller, but they use military fuel that is 
expensive and leaves radioactive by-prod- 
ucts. The extra weapons are way cool. You 
can get varying sizes of pulse and beam 
lasers, as well as plasma accelerators (Oooh, 
baby!) which are very powerful. There are 
also four classes of missiles from which to 
choose. Besides all of the original equip- 
ment, there is a bunch of new equipment to 
fill up that empty space in your ship: naval 
ECM systems, hyperspace cloud analyzers, 
automatic hull repair systems, mines, 
passenger cabins, auto-refuellers, radar 
mappers, and more. 




The entire method of flight has been 
redone. Now, spaceflight is true to life. If 
you accelerate in one direction, you wiLl keep 
going in that direction until you apply 
reverse thrust to stop. This will take some 
getting used to, but it is better than the old 
"stop on a dime" method used in Elite. 
Frontier allows you to turn your ship while 
Elite used only rotation. If you really like to 
rotate, there is an option for it too. You can 
also use your autopilot (highly recom- 
mended) by going though successive levels 
of system charts and clicking on the planet 
you want to reach. 

As in the first Elite, you have your 
choice of career paths. You can ferry passen- 
gers and packages, you can be a trader (in 
legal or illegal goods), you can work for the 
military (the Federation, the Empire, or the 
Independents), or you can be a bounty 
hunter (but this time with real missions 
instead of just shooting anyone who flys by). 
The secret to making the game as interest- 
ing as possible is to do a little of everything. 

By now you are saying, "Enough 
already, so how does it play?" That depends 



on the speed of your computer. On a unac- 
celerated Amiga with Workbench 1.3, you 
will cry and demand your money back. 
However, with 2.0 or 3.0, the game plays 
much faster. On a 68040 you will think this 
is one of the greatest space flight sims 
around. If you don't have the best money can 
buy, trying turning off the sound effects - it 
really does help. Detail abounds in the game 
from spinning radar dishes to individually 
numbered ships. Some have commented 
that the music could be better. True, it is no 
32 voice soundtrack, but I still liked it. 

However, there are some troubles in 
paradise. The person who thought up the 
copy protection scheme should be killed on 
sight. Never before have I come across a 
more annoying scheme in my life. Every 
once in a while it will ask you to type in the 
first letter of a word from a page in the 
manual. If it asked once or twice I wouldn't 
mind, but continually throughout the game} 
Once I know a game I usually put the 
manual away, or at least have it buried under 
a pile of notes, but to have to drag it out 
every time... arrgh! There are also some glar- 
ing bugs left in the code. The most annoy- 
ing I found was on my Boa. The bottom 
turret would not shoot at the enemy, but at 
my own ship instead! How could this have 
gone unnoticed? 

Overall I truly enjoyed this game, bugs 
and all. I would not hesitate to recommend 
it to anyone (well, except someone with a 
68000 and WB1.3). Mr. Braben should be 
praised, honored, and generally well-liked 
for getting so much fun and excitement into 
a 646K executable. I salute you! Now, please 
reconsider that copy protection. ■ BB 



FRONTIER 


- ELITE 2 


GAMETE* ■ £34.99 ($SO) 


VIDEO 


1.3/2.O/3.0 


NTSC 


YES | 


HARD DRIVE | 


PROTECTION 


YES 


MANUAL 


If you have an 
accelerated 
Amiga, you'll 
love this huge 
open-ended 
space epic! 


^-{-■■^■i-H 



THE SETTLERS 



This is the Game of the Year for 1994. 
Does that sound a bit pretentious? 
Maybe so, but The Settlers has just 
the right mix of gaming ingredients, and the 
result is a flawless product. If anything bad 
can be said about this game, it is that you 
can't just load it in and start playing without 
some background information. If you lack a 
basic understanding of the complex struc- 
tures involved in creating and supporting a 
viable settlers economy, the game is rele- 
gated to the level of a pretty "ant farm". But 
even as simple wallpaper, it excels. 

Imagine a Lilliputian computer king- 
dom complete with fully animated inhabi- 
tants that go about their business while you 
watch and listen: a construction worker 
builds a new home, hammering on the 
wooden frame; a geologist hunts for 
precious mineral deposits, flipping head over 
heels and letting out a whoop of joy when 
his labor pays off; and a farmer does his 
Chubby Checker impersonation while he 
reaps his crop. There are twenty different 
occupations for settlers to assume, and every 
single one of them is fascinating. Even 
something as mundane as the moving of 
material from point A to point B is done 
with flair, as a tiny carrier hefts the load on 
his shoulder and strides down the roadway. 
Watching the settlers develop a community 
on their own is intriguing, and one could 
certainly spend hours doing just that, but 
eventually you'll want to actually play the 
game yourself. 




The interface is completely mouse 
driven and the actual control is fairly intu- 
itive, with a single exception. Some actions 
require a "special click", which is to hold 
down the right mouse button while clicking 
on the left. Without knowing when this is 
appropriate, controlling the game can be a 
bit confusing. However, once it is under- 
stood what actions are initiated with a 
"special click", the interface is quite trans- 
parent and very simple to navigate. The 
controls which are most commonly used 




together are located near one another, so 
complex actions are easy to accomplish. To 
simplify things even further the game 
includes six training scenarios. Each training 
mission focuses on a different aspect of the 
settlers' economy (from how to acquire new 
land to constructing new buildings and 
accumulating food, minerals, tools, and 
weapons), and every level teaches you some- 
thing new about gameplay. There is even an 
explanation of how to tell your knights to 
attack the enemy. Even though these are 
very simple models (and very easy to 
complete), the lessons they teach are invalu- 
able. All six training scenarios are explained 
fully in the extensive manual, which offers 
even more insight into the gameplay than 
can be gleaned from the actual teaching 
missions alone. 

However, while the manual is very 
complete, the information is not presented 
in a clear fashion. Part of this problem could 
be attributed to the fact that the manuscript 
was originally written in German and trans- 
lated to English. There are many building 
names on the included reference card that 
are different from the building names in the 
manual. Given the complexity of the game, 
this inconsistency can present a stumbling 
block to new players. Luckily, the game itself 
is so engaging that it provides ample encour- 
agement to stumble through the documen- 
tation until enlightenment occurs. 

While The Settlers is a natural for 
modem play, unfortunately this option is not 
included. Luckily, there is a spilt-screen 
two-player option. If a human opponent is 
not available, there seems to be an unlimited 
supply of random games with up to three 
computer players and no less than thirty 
one-player missions to complete. Each of 
the strategic missions offers a variety of 
computer opponents, skill levels, and maps. 
In addition to multiple save game positions, 
upon completion of each level the player is 
awarded a password which allows access to 
the next level. The difficulty of each scenario 
is preset and rises as successive missions are 
completed. The rate at which the game 
becomes more challenging is as close to 
perfect as possible. This allows the player to 




learn how the 
economic structures in 
the game interact. The 
Settlers is an exciting strat- 
egy game that provides not only an enchant- 
ing aural and visual feast, but also a very 
structured economic simulation. The core of 
the settlers' economy is based on two 
"chains", food and material. Each has 
diverse inputs and end products. This variety 
is both a blessing and a curse. Since there are 
so many options, a new player may feel over- 
whelmed. But by choosing the systems 
which best suit his personality, each player is 
allowed to develop a different style of play. 




As it stands now, The Settlers is a game 
which will give many hours of enjoyment to 
just about any Amiga gamer. This is an 
outstanding game even though the docu- 
mentation could have been a bit better writ- 
ten. It combines some of the best elements 
of many past award winning games: the 
animated antics of the tiny settlers them- 
selves (Lemmings), the strategic goal of 
dealing with a variety of computer oppo- 
nents (Populous), and an involved socio- 
economic system (SimCity). This game is 
so good, it almost made me miss my review 
deadline! ■ EP 

FHE SETTLER! 



KOMPART ■ £34.99 ($50) 



VIDEO J | 


1.3/2.0/3.0 


PAL 


YES 


HARD DRIVE 1 ! 


PROTECTION 


YES 


MANUAL 



little computer /J^F^wKx 

people has jjW , T™j 

never been this % \H_sb_Jk ! 
muchfun! ^S^*' 



BLOWS 

GALACTIC 



Comparing Body Blows Galactic to 
Mortal Kombat is like being a judge 
at amateur boxing night. Both 
contenders are lacking, but you still have to 
come up with a conclusion as to which one 
is better. Both Mortal Kombat and Body 
Blows Galactic are mediocre at best, but one 
of them does comes out the winner when 
compared side by side. 

BODY BLOWS GALACTIC 




12 



Team 17's original Body Blows was a 
quick, fast-buck attempt to capitalize on the 
Streetfighter II mania that has been sweep- 
ing the planet for the last couple of years. 
Shortly after release, it got lost in a sea of 
substandard fighting games. Although it 
was one of the few SFII clones for the 
Amiga, it still was nothing special compared 
to one-on-one martial arts contests on other 
platforms. The crew at Team 17 has now 
updated Body Blows with more characters, 
better graphics, tweaked gameplay, and even 
an AGA version. But, is it any good? 

After Dan and Junior took out Max in 
the original Body Blows, they made the 
logical decision (hey, why not?) to take on 
the entire universe to see who's the best 
intergalactic martial artist. They travel to 6 
planets, each populated with 2 street fighters 
of varying strength and ability. 

While an assortment of characters does 
lend variety to the game, Body Blows 
Galactic still falls short in many areas. 
Gameplay is the biggest weakness. Street 
Fighter II (the arcade version, at least) had a 
near perfect balance of strength, speed, and 
ability among the cast of characters. But it 
seems that the abilities of the characters in 
Body Blows Galactic vary. Sometimes, even 
if you're a better player, it's hard to win 
against someone who commands a faster 




MORTAL 




or stronger character. 

Play control is another severe problem 
with BBG. First, the game only supports a 
single button joystick. We all know that 
fighting games require mass buttonage, but 
Team 17 decided to cram everything into 
one button. This greatly limits the number 
of moves each character has. Also, when in a 
tight situation, it's difficult to rattle off quick 
moves and combos because the play control 
is so sluggish. Even with simplistic one 
button maneuvers, the game does not seem 
to be in sync with the joystick's movements. 



4 ^Jp«ffi 

. i 



The graphics in Body Blows Galactic 
are very good. In particular, detail on the 
backdrops is fantastic. The characters them- 
selves have decent animation and also are 
well drawn. Yet, the enhanced version of 
Body Blows Galactic seems like another one 
of those "me too" AGA games. It has minor 
adjustments for the speed of AGA machines 
and a few eye-candy and sound enhance- 
ments, but it's nothing new. It's disappoint- 
ing to find the AGA version is just the ECS 
version with some tacked-on modifications. 

In the sound department, Body Blows 
Galactic is average. The background music 
can get annoying, but it's really not too loud 
or too noticeable during gameplay. BBG 
also contains the standard host of grunts and 




groans found in this type of game. The 
victory shouts of the characters are often 
unintelligible, but that seems to be a trade- 
mark of martial arts games. 

Body Blows Galactic is not a bad game, 
it's just not very good either. The gameplay 
leaves a lot to be desired, and the AGA 
version is a disappointment. There are suffi- 
cient options for tournament modes and 
difficulty settings, but overall it's merely a 
slightly above par production. I do have faith 
in Team 17... hopefully in Body Blows III 
they'll finally get it right. 

MORTAL KOMBAT 




When Mortal Kombat hit the arcades, 
it was among the first of the wildly popular 
Street Fighter II clones. What it lacked in 
gameplay was made up for in the graphics 
department. All the characters were digi- 
tized from actual video footage using real 
actors, and there was a ton of blood and gore 
(something most teenage males at the 
arcades seem to relish). Now, after the 
hoopla over the arcade MK has died down a 
bit, the home versions have been making the 
rounds. The Amiga conversion, 
programmed by Probe, is a gigantic letdown. 
It is Mortal Kombat in name only. 

The basic plot of Mortal Kombat 
(plot? who needs plot?) is that the spirit-like 
Tsang Sung has been holding a gigantic 
martial arts tournament for the last 5000 
years or so. Seven contestants are currently 
entered in the tournament, and whoever 
rises up the ranks to the top position must 
fight the half-human/half-dragon, Goro, 
and finally Tsang Sung himself. But beware, 
the stealthy Reptile wanders into and out of 
the tournament, popping up when he's least 
expected. This should all make for one 
tough, frantic, action-packed game, right? 



WRONG. While it's not exactly fair to 
compare an 8 MHz ASOO to the hardware 
found in the coin-op, even in its own right, 
Mortal Kombat is a disappointing game. It's 
mostly due to the control factor. While the 
problem created by compressing the 5 
buttons of the arcade into just 2 buttons on 
the Amiga is understandable, it is tough to 
pull off many maneuvers with these simpli- 
fied controls. It's almost as if the computer is 
struggling to keep up with the player's 
joystick movement, executing the desired 
moves only after considerable delay. This 
not only ruins the game's flow, it also makes 
performing standard MK combinations 
nearly impossible. This is a major gripe since 
using combos on enemies is what keeps one- 
on-one fighting games fun. It's the discovery 
of new and exciting ways to cripple the 
opponent with lightning speed that piques 
interest in these contests. 

The graphics are fair at best. The visu- 
als may look good in still pictures - but 
when seen in action, the jerkiness and poor 
animation is immediately apparent. 
Backgrounds lack parallax scrolling, are 
devoid of any animation, and fail to provide 




much detail or color. While there are full- 
motion video clips included from the arcade 
version, they look particularly bad when 
viewed in such a limited color palette. Most 
arcade fans will quickly notice such short- 
cuts as using the same frames of animation 
for Scorpion and Sub-Zero with a mere 

BODY BLOWS GALACTIC 



TEAM 17 ■ £26.99 ($40) 



VIDEO 



1.3/2.0/3.0 



HARD DRIVE PROTECTION 



Great graphics 
but limited 
controls make 
it only slightly 
above average. 



color change from yellow to cyan. 

Mortal Kombat's sound has to be its 
only strong point. The music is fine, as it 
does contain a lot of samples from the 
arcade. However, it takes quite a while just 
to load up the simple sound-test to hear the 
various tunes and samples. 

Other Mortal Kombat failings include 
the lack of hard drive installability and the 
existence of many system-hostile features. It 
barely ran on my A4000/030. Even using 
the varied settings on Degrader, I still 
encountered constant software failures. 
Though it will run on a 1MB ASOO, the wait 
is worse than ever because it won't load the 
extra data into RAM for quicker access. 
This really hurts a game in my book. 

Arcade MK fans will be disappointed. 
While it's not fair to directly compare the 
home version to the arcade game, even 
people just looking for a good fighting game 
on the Amiga should look elsewhere. Unless 
you're completely desperate, avoid this game\ 

So, who comes up the winner? Isn't it 
obvious? While Body Blows Galactic AGA 
has marginal playability, it is still head and 
shoulders above the dismal Mortal Kombat. 
Even the ECS BBG wins in comparison. 
There is a CD- 52 version of MK on the way, 
and it looks great - hopefully the designers 
at Probe can redeem themselves. ■ RB 

ON THE OTHER HAND.. 



MORTAL KOMBAT DEATH MOVES 



Please note that the grades given to these games 
are solely from the perspective of the reviewer 
and not those oftheAGZ staff. While we gener- 
ally assign grades based on the review and our 
own evaluation, we chose to print both points of 
view this time since there was such a discrep- 
ancy. Having never played Mortal Kombat at 
the arcade, we at AGZ. prefer MK to BBG by a 
wide margin. The digitized actors, responsive 
play, and special moves made us keep coming 
back to MK while BBG sat collecting dust. If 
you've never tried it, MK is worth a look. - Ed 



BODY BLOWS GALACTIC AGA 


TEAM 17 


■ 


£29.99 ($45) 


VIDEO | 1.3/2.0/3.0 


PAL 3.0 ONLY 


| HARD DRIVE 1 1 PROTECTION 


NO | DISK-BASED | 


A few minor ,*£& 
enhancements, *A 
but basically {! | 
the same as ^jj^ 
the ECS game. ^^S 







JOHNNY CAGE 


SUB-ZERO 


POWER PUNCH 


HEADPIECE 


TOWARD 


I TOWARD 


TOWARD 


; DOWN 


TOWARD 


j TOWARD 


FIRE 


! FIRE 


KANO 


SCORPION 


HEART ATTACK 


HELLFIRE 


AWAY 


: DOWN 


AWAY 


! DOWN 


FIRE 


j FIRE 


LIU KANG 


RAYDEN 


SPIN KICK 


ELECTRICITY 


DOWN 


! TOWARD 


AWAY 


! AWAY 


UP 


! AWAY 


TOWARD 


i AWAY 


DOWN 


i FIRE 


SONYA BLADE 


TO FIGHT 


KISS OF DEATH 


REPTILE: 


TOWARD 


; In the pit level, 


TOWARD 


I perform a double 


AWAY 


1 flawless victory 


AWAY 


! and finish with a 


FIRE 


• fatality move! 



MORTAL KOMBAT 


VIRGIN ■ 


£29.99 ($45) 


VIDEO 


ir 


1.3/2.0/3.0 1 


NTSC 




YES 


HARD DRIVE 


u 


PROTECTION 


NO 


1 


DISK-BASED | 


This version 
ofMK pales ir 
comparison to 
its arcade 
counterpart. 


i 


K/ 


HF m 



Hi 



RISE OF THE 



i 



i 
i 





THE ROBOTS are coming. Mirage's highly-antici- 
pated combat game Rise of the Robots is set to be 
released this spring with separate versions for 
CD , AGA, and standard Amigas. The entire 
game was created using high-end 3D modeling 
software that produces incredible ray-traced 
graphic images, resulting in some of the most 
realistic animation ever seen on the Amiga. 

Each robot character is modeled element by 
element from the original blueprint designs and 
shaped to exact dimensions. Some of the more 
spectacular effects in the game include the 
morphing of a liquid metal robot and the shatter- 
ing sequences when a robot is defeated. 

The entire project is being headed by ex- 
Bitmap Brother Sean Griffiths, so we expect the 
playability to be as refined as the graphics! ■ 




AMBERMOON 



Only $34.95 




Direct form Germany, Ambermoon is being called Game 
of the Year by several European publications. It's stunning 
graphics, incredible music score and gripping story line 
have made Ambermoon the hottest fantasy role-playing 
game in Europe. 

"...if you thought Ultima 6 looked hot, well, you aint seen 
Ambermoon yet." Amiga World, March 1994 

Having trouble finding other great Thalion titles at 
your local dealer? Buy from us direct! 

Ambermoon $34.95 

Amberstar $24.95 

No Second Prize $19.95 

A320 Airbus $19.95 

Lionheart $24.95 

Just call 716-248-6656 to order today. 
Visa and Mastercard accepted. 



Thalion Publishing, 3800 Monroe Ave. Pittsford, NY 14534 




CANNON FODDER 




Lately, a new style of game has come 
of age. It's sort of a cross between a 
god-game and a military strategy 
affair. Recent releases sharing these charac- 
teristics include Syndicate, Theatre of 
Death, and now, Cannon Fodder. Cannon 
Fodder is Sensible Software's attempt at this 
interesting new genre. Cannon Fodder is a 
solid product, but it doesn't quite dethrone 
Bullfrog's mighty Syndicate. 

In Cannon Fodder, the main characters 
are a rag-tag bunch of individuals, who 
think they are in for a few weekends of mili- 
tary training and free college tuition, but 
instead end up engaged in deadly combat. 
Sneaking through terrain as diverse as 
steamy jungle and frozen tundra, they 
constantly face off against the nameless 
enemy. The guiding principle is "shoot first 
and ask questions later". 

The mouse is used to control all of the 
movement and offensive functions of the 
soldiers. Clicking on a specific point on the 
screen will command the tiny infantry to 
march to that area. The other mouse button 
fires one of the weapons in the arsenal 
consisting of machine guns, grenades, and 
rockets. To make the journey a bit easier, the 
troops can be packed into vehicles such as 
armored cars, hovercraft, tanks, or choppers. 
When a mission requires several small 
attack groups, your forces can be split up and 
the weapons divided accordingly. Smaller 
parties present a more difficult target for the 
all too accurately aimed enemy rocket or 
gunfire. 




While the military is constantly taking 
on new recruits, the number of available 
soldiers is still limited. Each mission is 
divided into several levels which must be 
completed before the next round can be 
entered and more recruits can sign up. If all 
of the available troops are eliminated before 
the next round starts, the game is over. At 
the beginning of the game, this really isn't a 
problem. As the stages get tougher, there are 
noticeably more casualties, and the supply of 




troops gets dangerously low. It is for this 
reason the later levels cannot be treated as an 
all-out blastfest. Strategies must be carefully 
planned out, weapons must be conserved, 
and troops must sneak around rather than 
just running with guns blazing into open 
areas. The few soldiers that are left when the 
smoke clears get promoted depending on 
how many of the enemy they have killed. 
Only the best of the best are posthumously 
placed in the hall of fame. 

Cannon Fodder's graphics are very 
good. Each of the backgrounds has been 
drawn with amazing care and features great 
detail and appropriate use of color. The 
characters, albeit tiny, are also well drawn 
and skillfully animated. The occasional 
graphic glitch does pop up, but it's really not 
a problem. Not only are the visuals good, but 
so is the audio. Sound effects such as rush- 
ing wind, chirping birds, and flowing rivers 
abound. Of course, there is the standard 
array of explosions, gunshots, and death 
cries as well, with the full benefit of stereo. 

From a gameplay standpoint, Cannon 
Fodder is a great challenge - but not in the 
way you might think. The challenge is in 
staying interested. It starts out very easy, but 
the difficulty ramps up quickly. Completing 
the game takes quite a while, even for the 
experienced gamer. However, the length of 
the game doesn't make up for the fact that 
there isn't much to it. I quickly grew tired of 
the repetitious levels and the frustrating 
difficulty of some scenarios. There just isn't 
enough variety from level to level. It's the 



type of game that needs to be taken in small 
doses. Getting totally mangled during hours 
of combat can really frazzle the nerves. Not 
only that, but the average gamer probably 
won't feel like going through all of the 
tedious disk swaps. For some reason Virgin 
felt it necessary to release a game on three 
disks, yet did not make it hard drive instal- 
lable {Not too "Sensible", eh? - Ed) 

All things taken into consideration, 
Cannon Fodder is pretty good. It's a very 
long game with a difficulty level that should 
keep any gamer busy for awhile. It does lack 
variety, but on the whole, Cannon Fodder is 
definitely an above average production. 
Comparatively, it falls a little short of some 
of the better games in this genre such as 
Syndicate - but still, you won't regret buying 
it. ■ RB 

CANNON FODDER 



VIRGIN ■ £29.99 ($45) 



VIDEO 




1.3/2.0/3.0 


NTSC 




YES 


HARD DRIVE 


ir 


PROTECTION 


NO 




DISK-BASED 





Lots of good 
stuff- just too 
much of the 
same stuff. 



15 







JURASSIC 




After fifteen or so years of game play- 
ing experience, one rule I've learned 
is to never to trust a movie license. 
Most of the time, software houses will take 
a popular (and sometimes not so popular) 
movie title and slap a sub-par game behind 
the name in hopes of selling a less than stel- 
lar product on the name alone. In the first 
place, it's very hard to make a decent game 
out of a film. Since the gameplay has to 
adhere to the plot of the film, room for 
creative design becomes fairly cramped. As a 
result, most movie-to-game conversions end 
up as uninspired platformers or those god- 
awful collections of sub-games that relate to 
certain parts of the movie. Jurassic Park 
from Ocean is no exception to this rule. 
While it has the same name as the biggest 
film hit in history, the actual game is tired 
and average at best. 




EJ 



In Jurassic Park the player assumes the 
role of the famous archeologist, Dr. Alan 
Grant, who has been invited on a tour of the 
newest amusement park/biotechnological 
breakthrough called Jurassic Park. Jurassic 
Park, as if you didn't know, features the flora 
and fauna of the dinosaur age reconstructed 
from preserved prehistoric DNA. Of course, 
the novel plan is complicated by drawing on 
the "fly in the ointment" device. In an 
attempt to escape the island with stolen 
dinosaur eggs, the head computer program- 
mer of the facility has turned off the security 
systems which keep visitors to Jurassic Park 
safe from the rampaging monsters. Now 
Grant has to gather up all the people he 
came with and escape the island unscathed. 
While the game sounds exciting, 
hiding behind the giant film license is a 
drab, overhead-view search and collect game 
with a few nice texture-mapped 3D 
sequences and a variety of irritating puzzles. 
Throughout most of the levels, Dr. Grant 
has to complete a series of tasks in order to 



advance to the next section of the park. 

Some of these tasks are truly annoying. 
For instance, in the second section Grant 
must pick way too many microscopic berries 
scattered throughout the entire level to feed 
to a rampaging Triceratops, thereby stalling 
it so he can sneak by. This takes an inordi- 
nate amount of time, but that's the not the 
worst annoyance. If you acaially get past the 




berry section and die shortly thereafter, the 
sadistic developers have arranged that you 
must repeat the berry gathering, complete 
with more awful disk accessing. 

Once one of the buildings has been 
entered, the game goes into a decent 
texture-mapped 3D sequence not too 
dissimilar to the much ballyhooed Wolfen- 
stein 3D on that, erm, other computer. The 
scaling is nice and quick (on AGA 
machines), and it's refreshing to see devel- 
opers trying new things. However, that's 
about it for visuals. 

Aside from the 3D sections, Jurassic 
Park's graphics are disappointing. The 
scrolling is inexcusably jerky. It almost 
appears as if the player is running ahead of 



JURASSIC PARK 




OCEAN ■ 


£25.99 CS40) 


VIDEO 


ir 


1.3/2.0/3.0 1 


PAL 




YES 


1 HARD DRIVE 


if 


PROTECTION 


1 NO 




DISK-BASED | 


Middle of the 
pack search 
and collect 
game with a 
catchy name. 


■ 


(S 


- /^I 



the scrolling and has to wait for the 
computer to catch up. Also, when a mere 
two or three enemies are on the screen, the 
game slows down horribly and flickers for 
no apparent reason. This is really inexcus- 
able, especially in the AGA version. The 
actual overhead level graphics are well- 
drawn, but that's litde compensation for the 
awful movement of the game. 

The soundtrack, on the other hand, is 
very atmospheric. The eerie tunes really add 
a lot to the game, but seem to have the nasty 
habit of fading in and our, resulting in a very 
uneven musical score. Overall, the music is 
actually very good, despite the minor short- 
comings. 

The crowning irritation is the fact that 
the game comes on four disks, yet is not 
hard drive installable. With that much data 
and the horrific disk access, it should not 
have disk-based copy protection. 
Compounding the problem is the fact that 
even though the game is run off of floppy 
disks, game positions cannot be saved. 
Instead, Ocean has provided us with the all 
too console-like password system. It would 
have been much more convenient to offer 
disk saves instead. 

Jurassic Park isn't a total loss. It's just 
too bland, and with the many shortcomings 
of this game, I can't really give it a high 
rating. It does have lastability, though. The 
levels are large and difficult which will keep 
even the most experienced gamers busy for 
awhile. That is, if they don't become 
fossilized from boredom after the first few 
tedious stages. ■ RB 



JURASSIC PARK AGA 




OCEAN ■ 


£27.99 (545) 


VIDEO 


ir 


1.3/2.0/3.0 1 


PAL 




3.0 ONLY 


1 HARD DRIVE 


H 


PROTECTION 1 


| NO 




DISK-BASED 1 


Faster 3D 
sections, but 
not the T. Rex 
of a game we 
were hoping for. 






OOL 2 




'HBO 00 



In 1992 Gremlin brought out perhaps 
one of the most sucessful Amiga plat- 
formers to date. Accompanied by plenty 
of hype and stellar reviews, Zool rose to the 
top of the charts. Was I the only guy who 
didn't like Zool? Well, right on schedule, 
Gremlin has brought out Zool 2 as the 
sequel to its overrated original. However, 
Zool 2 isn't all that bad. It's an improvement 
on the original and an overall 
better game. 

In Zool 2, the evil and 
tyrannical Krool has 
once again invaded 
several worlds, sending 
the mind lines of imag- 
ination into peril. While 
traversing through a multi- 
tude of areas, Zool, the 
intergalactic ninja, bashes 
baddies and grabs tokens. This time 
Zool's superior, Grand Master 
Rool, has decided the task is much more 
dangerous than before. To aid in Zool's 
quest, Rool has called upon the services of 
an able-bodied female Ninja, Zooz, and a 
two-headed space mongrel, Zoon. Together, 





*IT.I 



they must battle the various enemy forces 
all commanded by Krool's super powerful 
lieutenant, Mental Block. 

Gameplay-wise, it's your standard plat- 
former. Each of the six worlds is split up 
into 3 sub-levels. To complete each sub- 
level, 99% of the tokens scattered around 
must be collected. Once the third sub-level 
of each world is reached, the player 
must battle it out with Mental Block 
in one of his many different forms. 
Both space ninjas Zool and Zooz 
can combat the horde of enemies 
with energy shots, air spin attacks, 
or just by crushing them with a 
swift jump. Zool and Zooz have 
fairly similar abilities, but Zooz 
has a few additional tricks 
*&\ up her sleeve. While 
Zool has all his same 
abilities from the first 
ame, Zooz can drill through 
floors and use her laser-whip for close 
range attacks. Also, there are many power- 
ups like smart bombs and power shots 
throughout the game that can help move the 
player along. 

In this sequel there are several enter- 
taining bonus levels. After a level has been 
completed, if 3 Zoon icons have been 
collected, the game will enter the bonus 
round. These bonus rounds involve Zoon in 
several different sub-games such as a 
Breakout clone and the like. Bonus points, 
extra lives, and other useful items can be 
gained during these mini-games. 

The graphics in Zool 2 are a step above 



the original. The scrolling is still fast, but 
doesn't seem to be as jerky as the former, 
and there doesn't appear to be much 
flicker and slowdown when many objects fill 
the screen. Also, the animation of the vari- 
ous characters is decent, and the actual level 
graphics are fairly detailed. 

The sound isn't as good as the original, 
however. In the first game different back- 
ground themes could be selected. In Zool 2 
only sound effects, silence, or the single 
incessant background tune can be toggled. 
The problem with the music is not only the 
fact that it is rather bland, but that it stays 
constant throughout every level and doesn't 
change according to the game action as in 
other similar titles. It's best to play with 
sound effects on because it gives more of a 
solid feel to the game since the sounds actu- 
ally coincide with the on-screen action. 

Zool 2's gameplay is what makes it a lot 
better than the first installment. While the 
stages are fairly linear, there are 
plenty of hidden 
passageways leading 
to prize rooms and 
other areas. If the 
game is too easy for 
seasoned gamers or 
too hard for the less 
experienced, there 
are options for vary- 
ing the difficulty of 
play. 

With all of 
this taken into 
consideration, 
Zool 2 is one of the 
better Amiga platformers. It has a lot going 
for it over the first Zool, and with options 
like 2-player action and the greatly 
enhanced gameplay, I'd recommend this to 
the action game fan. Plus, a game that 
comes with free candy in the box can't be all 
that bad. ■ RB 








I 





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ordering over 20 disks, please add $1 more! 



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10 MANDON TERRACE 
NEW CITY, N.Y. 10956 



For The Best Deals And Quality 
Merchandise Anywhere, Call 
BETTER CONCEPTS, INC. 
Today! 1 800 25AMIGA 




• —II 

■ , 

Guess who bought the billboard outside Sega's European corporate headquarters... 

STATE OF THE CD32 THE PAL PROBLEM 

COMMODORE HAS officially released the THE AMERICAN launch of the CD 32 is 
CD 32 to Amiga dealers in the United being hindered due to the fact that almost 
States! However, Microcosm and Chaos 40% of the 60 titles currently available for 
Engine (the games supposed to be bundled the machine require the European-standard 
with the machine) were not included in the PAL video mode. Luckily, many CD 32 
initial shipment and are promised "real soon users already have a PAL-compatible moni- 
now". Additional joypads " " tor (like the 1084) and a 

are currently available, cUKUrtAfM \.u mouse. By plugging the 

and the Full Motion SOFTWARE SALES mouse into the second 

Video units should be on ]_ AMIGA CD"*2 , . .38.6% py^A port and holding 
sale in mid-May. The 2 PC CD-ROM 31 3% down both buttons while 

SX1 computer expansion 3 SEGA MEGA CD 27.6% turning on the CD, a 
unit (8199.95) from 4 PHILIPS CD-I . .1.8% PAL/NTSC boot menu 

Paravision should also be 5 ^|_|_ OTHERS . 7% can ^ e accesse d. However, 

available by the time you the PAL problem does 

read this. The specs are impressive: floppy, affect every potential buyer who wants to 
serial, parallel, and RGB video ports, FMV connect his CD 32 to a standard TV. Make 
pass-thru, internal IDE and external SCSI sure you check video compatibility in our 
hard drive connectors, and an optional AT review boxes before you buy a game that will 
keyboard (829.95) and memory card cause your TV screen to roll. We hope game 
(829.95) that supports up to 8MB. ■ publishers will address this problem soon. ■ 



1 Microcosm 

2 Nick Faldo's Golf 

3 Liberation 

4 Zool 

5 D/Generation 

6 Whale's Voyage 

7 Bubba N Stix 

8 Sensible Soccer 92/93 

9 Seek & Destroy 
10 Super Putty 



AMERICAN TOP 


10 


1 


Labyrinth 




2 


Liberation 




3 


International Karate Plus 


4 


D/Generation 




5 


Robocod 




6 


CD Sports Football 




7 


Pirate's Gold 




8 


Nigel Mansell Racing 




9 


Diggers 




10 


Summer Olympix 





CDTV DISC OF THE MONTH 


SIM CITY 


■5k ■ */*§" '~ 1 

fiS- 


1^;.^ ^'aHp39B 


I5r si 



There are a few CDTV games that should be 
in every CD 32 owners collection. Sim City 
was specifically rewritten for CDTV to 
include new graphics and the Medieval, 
Western, and Future cities. Unfortunately, 
Sim City is a P/U.-only title and C/>'~ 
owners will not be able to save their games. 
But while you're waiting for Sim City 2000 
to make its way to the CD'-, why not try this 
diamond in the roitghf 



:d+g disc of the month 
jimi hendrix smash hits 




The CD p/us Graphics format never really 
look off, but there are still some great titles to 
be found in record store bins. This fimi 
Hendrix CD is arguably the best example of 
the genre, but it is very difficult to find. Play 
this combo of psychedelic graphics ami music 
at your next party and watch the reaction.' 



FMV DISC OF THE MONT 
THE FIRM 




We knew that the Philips CD-I machine was 
good for something other than filling up TV 
in fame ma/ slots. Philips has released over .10 
Full Motion Video lilies that are all compat- 
ible with the CEy 2 . Yon can get great movies 
like The Firm for just S24.9H - not bad for 3 
compact discs and near LaserDisc quality! 




LIBERATION 




Four thousand levels to complete! 
Liberation could be described more 
accurately as a second way of life 
instead of just a game. The plot is so intrigu- 
ing, the character interaction is so fascinat- 
ing, and the world is so immense that the 
player is immediately consumed by it. You 
may want to reserve a few weeks on your 
calendar to play this game. 

Liberation is the sequel to Captive, a 
Dungeon Master-style role playing game 
that appeared on the Amiga a few years ago. 
Trill, the original captive rescued in the first 
game, stumbles upon a major conspiracy. It 
seems that renegade droids are going on a 
lolling spree, and the government is framing 
innocent people for the murders. Trill calls 
upon his own droid team to save these new 
captives. Trill's droids offer a first-person 



DOES THE INTRODUCTION ON YOUR 
COPY OF LIBERATION REMIND YOU OF 
A BADLY-DUBBED JAPANESE MOVIE? 



Liberation has a great srvtn-minuf* 

opening sequence, but unfortunately the 

digitized voita are not synebroniztd 

tin graphics on U.S. matbinet. 

Wuubujpt l".K, tnfd lit that tbty didn't 
bavt NTSC units in test the game in pre - 
production, and there ate no plans la fix 
tbe problem. But don'/ let tbfc minor flaw 

keep van from enjoying a fantasia game. 



view of the action and are controlled by 
laptop computer from Trill's remote hideout 
in the mountains outside the city. 

The player can control the four droids 
individually or as a team to explore the 
immense city. One of the most welcomed 
features of the game is a completely 
customizable interface that can be tailored 
to fit your individual style of play. You can 
use the CD^2 controller to perform all the 
available functions, but using a mouse 
results in more efficient play. 

The futuristic city is beautifully 
rendered with texture-mapped walls, and it 
is inhabited by machines and a diverse 
population who function independent of 
your direction. Each being has a unique 
personality and fully digitized speech. The 
heart of the game consists of moving around 
the city and talking with different residents. 
These two actions are tightly interwoven as 
you must extract useful information from 
several sources in order to make your next 
move. Some people are willing to help while 
others are downright hostile - it takes a bit 
of negotiating at times (which can take the 
form of a bribe or a threat). You must also be 
constantly aware of thieves and attackers 
who can short circuit your plans. 

Many different items necessary to your 
success are scattered around the city and 
other useful goods can be purchased from 
black market traders on the lower level. 
Outfit your droids with some heavy fire- 
power or opt for chip implants to enhance 
their abilities. The inventory system used in 
Liberation is unique - all items procured 
must be arranged so that they fit in your 
droids' backpacks. 

Not everyone will be as enthralled by 
this game as I am. You must be willing to 
devote a significant amount of time to get 
oriented to the interface and to the task at 
hand - arcade players may be turned off 
initially. You can't just wander around 
aimlessly in hopes that you stumble upon 
the captive hidden in each level. The open- 
ended architecture of the game will require 
you to follow specific leads. Otherwise you'll 
become lost in the huge city. The city 
mapper is invaluable here, and the taxis can 
also be very helpful in locating your desired 




destination. Another drawback is that 
Liberation takes up the majority of your 
CD-^ save game memory - several people 
have reported being unable to save their 
games due to lack of free flash RAM space. 

Minor annoyances aside, Liberation is 
the type of game that perfectly complements 
the Amiga CD . It's a sprawling adventure 
that you can enjoy without having to wait 
while the game installs or asks you to switch 
disks. It has a movie-style introduction, 
digitized speech, and background music that 
flows to reflect the action in the game. 
When it comes to depth of gameplay, 
Liberation is unparalleled. This game retains 
its value weeks after you purchase it - you'll 
probably never finish it. 

This is exactly how CD technology 
should be utilized. ■ GM 





&N 


'„ 


mm 




wr^'j% 


LIBERATION CD32 


MINDSCAPE ■ 


l £34.99 ($50) 


VIDEO | CDTV 


| NTSC NO 


doubt - the best fjSF ^fifc\ 
released so Jar! ^35Hi»* 




We here at Amiga Game Zone 
couldn't be more thrilled that 
Commodore has decided to 
bundle Microcosm with every CD-' 2 sold in 
America. This may seem like an odd state- 
ment if you've already snuck a peek at the 
mediocre grade we've given the game. Don't 
be alarmed - there's a good explanation. 




Remember back a few years ago when 
Psygnosis released another graphically-stun- 
ning game called Shadow of the Beast? It 
sold Amigas by the truckload even though it 
was crushed by reviewers and players alike 
for its high difficulty curve and lack of 
gameplay. But the real beauty of the game 




There are a few undocumented features 
in Microcosm that arc vital to the game: 

Pressing the top left button will bring 
up a map during the game - but he eare- 
ful, flic ^;iuii: is not paused! From here 
you can press the blue button to choose 
different junction points and die green 
button to immediately travel to them. 

Press the green button when you sec the 
Microcosm title for a full -screen intro! 

And, oh yes, there h a cheat mode. We 
feel that simply giving it away would 
severely cut into your enjoyment of the 
game - but anyone who pauses to recall 
that old electronic game Simon should 
be able to find the cheat. 



was that it made people who were consider- 
ing a PC or a Nintendo think twice. Up to 
that point no one had seen such fluid 
animation or multi-level parallax scrolling 
outside of the arcade. It was one of the main 
reasons I decided to buy my first Amiga 500. 

Now you're probably asking, "What 
does this have to with Microcosm?" The 
answer is simple - Microcosm will sell the 
CD 32 just like Shadow of the Beast sold the 
Amiga 500. The animation is simply some 
of the best I've ever seen - it was rendered 
on high-end graphic workstations and then 
converted to the CD . The inimitable 
Psygnosis intro lasts over 5 minutes, mixing 
live actors with a futuristic cityscape (in full 
stereo sound, I might add). 

The game itself is based on the plot of 
the movie Fantastic Voyage (or Innerspace, 
for the younger set). You must pilot a micro- 
scopic ship through a human body to 
destroy Grey M, an evil droid that is 
controlling the human's brain. Your minia- 
turized ship is equipped with a variety of 
weapons to fight the body's natural defenses 
and ultimately destroy Grey M. 

Traveling through the body for the first 
time is a dizzying experience - cell walls 
rush past your ship at high speed and there 
are hundreds of enemies to shoot. But after 
the initial fascination of the game wears off, 
it quickly becomes apparent that this is just 
another Space Harrier style shoot 'em-up. 
There is little variety among the 5 levels, 
and, like Shadow of the Beast, the difficulty 
curve is high. It should be noted that the 
gameplay is better than the original FM 
Towns version, which sported a first-person 
view instead of a third-person one. (That's 
why you can still see the interior as well as 
the exterior of your ship. Go figure.) 

So why are we so glad Microcosm 
comes free with the CD 32 bundle? This is 
the type of game everyone should have to 
show off his machine. Believe me, jaws will 
drop, gasps will be heard, and your friends 
will inevitably ask if you have the Full 
Motion Video cartridge (no, you don't need 
one for the game). But the real beauty of the 
situation, again, is that they too will want a 
CD 32 after seeing Microcosm. And you 
didn't have to pay the outrageous S70 price 
tag that Psygnosis is asking for the game - 
gee, SNES and Genesis owners regularly 
pay that much for cartridges. ■ GM 




MICROCOSM CD32 



PSYGNOSIS ■ £44.99 (S70) 



VIDEO 



CDTV 



is 



INI31 NU 


Hi 




THE title to -ifiSSfc- 


g 


show off to JT]nk 


your friends, [S |[ J|I 




but not worth *v» jMfc/ 


I 


the high price. % ^5B?' 


i. 



CD SPORTS FOOTBALL 



I first saw CDTV Sports Football (the 
original title) at the Consumer 
Electronics Show three years ago when 
Commodore was pushing its doomed S1000 
"home multimedia machine". Touted as the 
improved sequel to the venerable TV Sports 
Football, it showcased quarter-screen 
CDXL movie clips for announcers, referees, 
crowd shots, and the post-game show. 
Various delays in production kept pushing 
back the title's release. Now it has finally 
appeared as a CD-^-only game. Funny, I 
can't find any improvements over the game I 
saw long ago. It's even kind of irritating to 
hear the announcer say "CD (pause) Sports 
Football" now because the "TV" part has 
been clumsily edited out. 





Another letdown is the omission of 
actual N.F.L. players' names. It's difficult to 
get into a game where a guy named "Brian 
Brian" keeps making plays. My biggest 
gripe, however, is that you can't switch your 
defensive player to the man closest to the 
ball. This reduces much of the game to a 
spectator sport. 

The actual gameplay offers no real 
improvement over TV Sports Football. Your 
receivers still disappear off the top of the 
screen and are then represented by arrows - 
but there's no real way to tell the amount or 
type of coverage they're facing. Running is 
next to impossible without a lot a practice. 

But don't despair, sports fans - there 
are a few bright spots. The computer player 



isn't quite the pushover you faced in TV 
Sports Football. Over 100 different plays 
can be selected from detailed on screen 
diagrams, and the locker room interviews 
after the game are pretty funny The CDXL 
movie segments are a definite plus. Stats are 
displayed after every game, but they're 
rendered meaningless since they can't be 
saved for an entire season. I wish I could 
recommend this one if only because of the 
severe lack of quality sports games for the 
Amiga. Unfortunately, CD Sports Football 
is just another good-looking game that's 
boring to play. ■ GM 



CD32 SPORTS FOOTBALL 


COMMODORE I 


I $59.99 


1 VIDEO 




CDTV ' 


NTSC 




NO | 


Top-notch 
presentation 
can't disguise 
mediocre 
gameplay. 


k 
\ 







M J^jj. 






tt'H 



'..">.' .!'."«. V"... ,,/WiV., 



Prepare to take command of a motley 
crew of men and sail the high seas in 
search of adventure and wealth. 
Pirates! Gold blends elements of strategy, 
action, and adventure into one satisfyingly 
complete production. 

The game centers around traveling to 
different ports and trading goods with the 
locals. You can play without breaking the 
law, but you'll find pillaging and plundering 





22 



to be a much more lucrative lifestyle. If you 
decide to take the latter route, you'll have to 
become skilled at arcade-style swordfights as 
well as land and sea battles. You'll also need 
some navigational skills to complete secret 
missions, search for treasure, and rescue lost 
relatives. A well managed journey will result 
in fame and fortune. 

Many of you may remember the origi- 
nal Pirates! game released several years ago 
on the Amiga. This new CD-only version 
offers updated 256-color graphics and 
enhanced sound effects while retaining the 
same addictive gameplay that made the first 
game so popular. There's also a fully- 
rendered introduction and an in-game map 
(finally!) It would have been even better if 
the map was printed in the manual as well so 
you could consult it without interrupting 
play. 

The only real drawback, some will 
argue, is the lack of variation in play. True, 
most of the arcade sequences are repetitious, 
but that never really bothered me. I was too 
consumed with completing my mission. 



Tfc vwv» mtrtiuu *»« i* Hi jtug 
Viiu*j, Ui lit imn W#MH 








1 Wl 



Microprose has taken a proven concept 
and enhanced it with all new graphics. 
Pirates! Gold is recommended to everyone 
from first time players to seasoned captains 
who enjoyed the original game. ■ GM 



PIRATE'S GOLD CD3 



MICROPROSE ■ £29.99 ($45) 



VIDEO 



An excellent 
blend of strat- 
egy, action, 
and adventure. 



CDTV 



OSCAR 




THE AGA version of this colorful platformer 
was reviewed last issue. It is pleasing to find 
some nice additions on the CD version. A 
full MIDI soundtrack has been included as 
well as two additional levels exclusive to the 
CD^ . One new level is "Commodore 
World" in which you are treated to disks, 
chips, monitors, etc., all displaying the 
CBM logo - neat! 

Play consists of avoiding enemies and 
searching for little Oscar statuettes. This 
can get repetitive at times, especially since 
enemies are resurrected after being killed - 
I hate that. However, the graphic detail is so 
good that you can't help but like Oscar. ■ 




SEEK & DESTROY 


uliit^lLL 


£ F=JJJiJ 

: 



IMAGINE PLAYING Desert Strike from an 
overhead perspective, and you'll have a good 
idea of what to expect from Seek &c Destroy. 
The Apache helicopter you control remains 
stationary at the bottom of the screen while 
the ground scrolls underneath it in a circu- 
lar pattern. There is a wide assortment of 
weapons and missions, plus a great gravelly- 
voiced commentary that follows your 
actions. 

The main problem with Seek &c 
Destroy is that there isn't enough variety in 
the missions to keep your interest. The 
graphics are passable, but I'd suggest waiting 
for a CD version of Desert Strike. ■ 



SEEK & DESTROY CD32 


MINDSCAPE ■ 


£29.99 ($45) 


VIDEO 


CDTV 1 


PAL 


NO 


360" overhead 


v^as 


Sfev 


helicopter 


■v^ 


Pfc\ 


arcade game 


II A- III 

ill 3- -**' 


with good 


%5 




sound effects. 


^s 





GH 


UCK ROCK 


[ 









POOR CHOCK. How can he hope to 
contribute to evolution when his wife 
Ophelia has been kidnapped by Gary 
Gritter, Chuck's old nemesis? It looks like 
another hard day of scrolling platform 
action for our Cro-Magnon hero. 

Chuck must belly-butt oncoming 
enemies to reach the end of dozens of short 
levels. The humorous animation adds a 
great deal to the enjoyability of the game. 
Multiple button support is also included. 

It's good to see that Core Design is 
releasing a series of older Amiga titles at 
reduced prices. No, it's not state of the art, 
but it is priced right. ■ 




ARABIAN NIGHTS 




BEARING FEATURES similar to Chuck Rock 
(budget-priced platformer in which you 
must rescue the girl from the evil dude) and 
almost every other game of this genre, 
Arabian Nights is actually well- 
programmed and includes some puzzles 
that keep you on your toes. This is probably 
the closest you'll come to finding a Mario- 
style game on the Amiga CD^ 2 . 

If you've seen Soccer Kid by Krisalis 
and think the main characters of the two 
games look like brothers, you're right. Both 
were developed concurrently by the 
programmers at Krisalis using the same 
game engine. ■ 



KRISALIS ■ £14.99 (525} 



VIDEO ! ! ,m S w 



The closest 
thing to Mario 
style action 
without 
buying a Nin... 



JOHN BARNES SOCCER 




WE ASKED AGZ resident soccer guru Meri 
(see inside back cover) about John Barnes 
Soccer because we're just not too knowl- 
edgeable about this thing the Europeans 
call football. Curiously, she just started 
giggling uncontrollably when we mentioned 
the title. We decided Meri must not think 
too much of this one. 

Our favorite tagline on the case reads 
"CD quality sound effects". WOW! How do 
you think they managed that on the CD 32 ? 
Actually, the sounds are limited to poor 
crowd samples that cycle over and over and 
over. If you like soccer, you should spend a 
little extra and buy Sensible Soccer. ■ 



JOHN BARNES SOCCER CD32 


KR1SMIS ■ 


£14.99 ($2-5) 


VIDEO 


CDTV 1 


NTSC 


NO 


Why would 
anyone buy 
this when 
Sensi Soccer is 
available? 


[ n ] 

^■, Hv ^^H 

m^/ WF yj 



I 



DISPOSABLI HERO 




GREMLIN'S LATEST sideways-scrolling shoot 
'em up doesn't really break any new ground, 
but it does have some tasty visuals and a 
pumping soundtrack. Five large levels full of 
the obligatory mayhem and carnage await 
you. 

A great feature of this game is the vari- 
able difficulty settings. Most shooters have 
easy, medium, and hard modes which give 
you 3, 5, or 7 lives, respectively. However, 
Disposable Hero varies the number of 
enemies you have to face depending on 
which setting you choose. This makes for an 
enjoyable experience for everyone, regard- 
less of ability. ■ 




"t-" 




WHEN IK+ was released many, many moons 
ago, it was hailed by critics as one of the best 
fighting games ever. Well, gaming has come 
a long way since that time, and there are 
now many heirs to the beat 'em up crown. 
IK.+ was long forgotten until it was recently 
re-released on CD-' 2 . Playing it again 
reminded me of how far games have actually 
progressed on the Amiga. 

The graphics, while good for their 
time, look terribly dated now. You basically 
fight against two opponents {ad nauseum) 
on the same static background. If you 
bought this game, don't get mad - try press- 
ing the blue button for a good laugh. ■ 



INTERNATIONAL KARATE PLUS CD32 




SYSTEM 3 ■ £1499 ($25) 


VIDEO CDTV 1 


NTSC NO 


Terribly dated 4 
fighting game ,'f| 
for one or two VU 
players. 


^^SHft** 



FRONT! Ill 




FRONTIER ADDICTS: The CD 32 version of 
Frontier has been released! Now you can fly 
missions as a space trader or intergalactic 
mercenary and visit the outer reaches of the 
galaxy with your CD 32 ! And unfortu- 
nately... that's it. 

Huh? You ask how we can make such a 
bold statement and end with "that's it"? 
Well, it's simple, really. Frontier for the 
CD 32 is exactly the same as Frontier for the 
Amiga (you can read the complete review 
on page 10). No CD soundtrack. No 256 
colors. No gourand shading. They didn't 
even include the saved game positions from 
the disk version! We were robbed! ■ 



IONTIER CD' 



GAMETEK ■ £2999 ($45) 



VIDEO 



CDTV 



NTSC NO 



The original 
version was 
great, but we 
expected more 
on the CD32. 



DEEP CORE 




ICE'S CROSS between Alien Breed and Gods 
falls far short of attaining the heights 
reached by either of those two games. Deep 
Core is a standard platform game in which 
you control Capt. Dawnrazor as he grunts 
his way through 9 levels of mindless play. 

We have no problem with converting 
Amiga games for release on the CD , but 
it really yanks our chains when companies 
don't make a single change in the software 
to take advantage of the CD-^'s capabilities. 
It would have been easy to add support for 
a second button for jumping, but instead 
we're stuck pressing up while 5 buttons on 
the controller remain unused. Skip it. ■ 



DEEP CORE CD32 




PREY 



» 











PREY PULLS you into the game with a great 
storyline and an intriguing opening 
sequence. It seems a mining colony on an 
alien world has been having some strange 
problems lately, and it's your job to evacuate 
the base. You know what comes next... the 
game's subtitle is "An Alien Encounter". 

This game was originally released for 
the ill-fated CDTV, and unfortunately the 
graphics don't appear to be enhanced at all 
for the CD^ 2 version. Play consists of 
simply walking through the monocolor 
halls, finding colonists, and fending off 
aliens. You'll be bored after a few tries. It's 
really a shame there isn't more to it. ■ 



PREY CD32 


ALMATHERA I 


I £29.99 CS45) 


VIDEO 


CDTV 


NTSC 


NO 


Loads of 
atmosphere 
but minimal 
and dull 
gameplay. 


w^ Hk /N ^ 



BUBBA *N' STIX 




AN ODD feeling comes over you as you start 
this game... a tree is following you. But soon 
you'll come to accept this sort of bizarre 
logic when attempting to solve the puzzles 
facing you in Bubba 'N' Stix. 

This is a platform game with puzzles 
galore. The cartoon-style graphics look 
incredible, and the CD^ 2 version has an 
animated introduction not included on the 
floppy version. You control Bubba on his 
journey with Stix, a multi-talented alien life 
form. Stix acts as both a weapon and a tool 
for Bubba, and you'll need to figure out how 
to utilize him effectively to get out of many 
"sticky" situations. You'll like this one. ■ 




1 



LOTUS TRILOGY 




THE LOTUS scries of racing games on the 
Amiga was one of the best collections ever 
produced for the machine. The speed junkie 
in all of us should be thankful to Gremlin 
for packaging the three games together on 
one CD. A CD soundtrack was added to 
complete the bargain. 

These games are fun if you're playing 
alone, but with a second player they really 
get going. Each game also has its own 
unique qualities. Lotus 1 is the best of the 
three and features circular courses. Lotus 2 
gives full-screen views and timed stretches. 
Lotus 3 offers both styles of racing. 
Definitely a good buy. ■ 



>TUS TRILOGY CD32 



GREMLIN ■ £29.99 ($45) 



VIDEO 



CDTV 



NTSC NO 



Great racing 
action in this 
collection of 
all three Lotus 
games. 



25 



DONK! 




you've GOT to respect The Hidden, the 
programming team behind Donk! They 
really tried to spice up the CD->2 version of 
this tired Amiga platformer. However, their 
cosmetic additions did nothing to improve 
the substandard gameplay There is a new 
rave soundtrack and some animated linking 
sequences, but the same impossible pixel- 
perfect jumps still have to be made. 

Whoever created the sound effects for 
Donk! needs to be caned. The original 
Amiga game had a terrible quacking noise 
every time Donk jumped, but in this version 
it's been changed... for the worse! Sounds 
like regurgitation to me. Erm, sorry. ■ 




PROJECT-X 




PROJECT-X WAS one of the three best shoot 
'em ups ever released for the Amiga (Blood 
Money and SWIV being the other two), so 
it comes as no surprise that we're recom- 
mending it highly. Project-X has formidable 
enemies, multiple power-ups, digitized 
speech, and a good difficulty curve - every- 
thing you could ask of a classic shooter. The 
only real drawback is that you'll have to play 
the game in PAL to really enjoy it. 

Also bundled on this CD is F17 
Challenge, an average racing game. You 
won't be playing it for long... because you'll 
want to have another go at blasting the 
bejeezus out of Project-X! ■ 




ALIEN BREED 








* " 1 fe 



TEAM 17 is well known in the Amiga 
community for creating some great exam- 
ples of certain genres. While none of these 
games are extremely innovative, all are 
highly polished and playable affairs. 

Alien Breed is a Gauntlet-style over- 
head shooter that oozes with atmosphere. 
You must fend off the persistent alien horde 
and escape alive. This game can be scary at 
times, but we tend to prefer the onslaught 
that greets you in Alien Breed 2. 

Qwak is a lighthearted tribute to 
Bubble Bobble and is very playable. The 
two-player mode is great fun. Don't miss 
out on this great two game combo. ■ 



TEAM 17 ■ £24.99 ($40) 



VIDEO 



The best 
Gauntlet and 
Bubble Bobble 
impersonators 
moneu can buu. 



CDTV 



5 SUPER PUTTY 

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MOST PLATFORM game heroes use weapons 
or dispose of adversaries by jumping on 
their noggins (I'll never truly understand 
why they do that). Breaking the mold, Putty 
has a unique way of dealing with his 
enemies - he absorbs them. 

Putty must stretch and bounce his way 
across a multitude of levels, escorting robots 
to safety. The thugs standing in Putty's way 
are a varied bunch - sort of like the motley 
crew from Monty Python's Search for the 
Holy Grail. You'll face evil incarnate in the 
form of Mutant Chinese Chicken, Old 
Man Spitoon, and Terminator Carrot. 
Don't miss this, um, absorbing game. ■ 




ALFRED CHICKEN 




IF YOU have young children and most of 
your CD-^ games are too complicated for 
them, Alfred Chicken offers a gentle learn- 
ing curve. Each level has big platforms (no 
pixel-perfect jumps here) and few surprises 
(enemies never attack you directly). A 
bouncy tunc that kids will enjoy plays in the 
background. 

The CD-" version of Alfred Chicken 
has been updated with new background 
graphics that are pleasant and unobtrusive - 
no day-glo Zool backgrounds here. While 
grownups will quickly tire of the simplistic 
platform action, the younger set will find 
hours of enjoyment from this one. ■ 



ALFRED CHICKEN CD32 



MINDSCAPE ■ £25.99 (S40) 



VIDEO 



A forgiving 
platform game 
that is great 
for the kids. 



CDTV 


1 


NO 


4 


■ JVtt<. 



CHAOS ENGINE 




THE BITMAP Brothers know how to make 
great games. Period. Presentation, graphics, 
music, gameplay - every aspect of The 
Chaos Engine has been tweaked to perfec- 
tion. Choose from 6 hardened mercenaries 
and lay waste to mutant upon mutant. 

The most intriguing feature of this 
game is the one player option - you play 
with an intelligent computer controlled 
player. You'll find yourself depending on 
him to get you out of many tight situations! 
The Bitmaps have also included CD sound 
effects in the game itself. The chirping birds 
on the first level were so realistic that I 
swore they were right outside the office! ■ 




FIRE FORCE 




KJLL! kill! Kill! (Oh, sorry.) That's the basic 
premise for Fire Force. Lots and lots of 
mindless killing. We can understand why 
some of you might be getting a big grin on 
your face - we too have played Syndicate. 
But Fire Force doesn't really offer much 
depth in terms of variety or playability. You 
basically run from right to left, slaying all 
who stand in your path. 

Yes, all the grizzly realities of war are 
here: enemy soldiers scream out in pain and 
blood oozes from their freshly-slit necks... 
but is that really what you want from a 
game? We have a difficult time justifying 
time spent playing this game. ■ 



FIRE FORCE CD32 




NIGEL MANSELL 






GREMLIN IS the undisputed king of racing 
game production. The company's output on 
the Amiga has been nothing short of 
prolific. That's why it seems odd that this 
was the first of the publisher's driving games 
to be chosen for re-release on the CD-' 2 . 
Team Suzuki and both Super Cars games 
were better than this. Ah, well... 

NMWC lets you race any course on 
the Fl circuit. However, scrolling is not as 
smooth as in many games of this type, and 
it is darn near impossible to pass cars with- 
out some contact. Nothing against Nigel, 
though. At last year's Indy 500 I was there 
rooting for him to win. Ah, well... ■ 



€LMANSEUS WORLD CHAMPIONSHIP CD32 



GREMLIN ■ £25.99 (S40,; 



VIDEO 



CDTV 



NTSC I NO 



Decidedly 
average racing 
game in a 
field of speed- 
ier contenders. 



LABYRINTH OF TIME 



1 


jg£€ 




p 







It's very seldom that art merges success- 
fully with video game design. 
Cyberdreams' Darkseed and Activision's 
now ancient Portal are two of the few exam- 
ples that come to mind. Now there is also 
Labyrinth of Time, a new visual trip for the 
senses. It's slow and methodical, stylish, 
intense, and very mysterious. 

Labyrinth is unusual in that there are 
no enemies to conquer and no treasure to 
unearth - virtually everything in this game 
has a very specific purpose. AH the graphics 
were created in the Amiga's HAM mode 
and the results are truly stunning. There is a 
powerful background soundtrack in addition 
to excellent sound effects. 

The plot of Labyrinth could have been 
taken from a stylish modern-day fantasy 
novel. Your role is that of an average guy 
coming home after another day of mundane 
existence. Suddenly your world changes 
when a mysterious apparition arrives, plead- 
ing for your help. The vision is Daedalus, the 
greatest architect of ancient Crete. Now, in 
bondage to the evil King Minos, Daedalus 
has been forced to build a labyrinth. Minos 
has ordered a labyrinth so twisted and 
powerful that it can meld time and space, 
allowing it to exist in all places at all times. 
Using this construct, Minos hopes to gain 
ultimate power. You are the chosen one, 
because you are the only mortal that 
Daedalus could reach in time. It is your job 
to unravel the secrets of the Labyrinth and 
then to destroy it. 

It's not easy. Labyrinth is a first person 
RPG, with two-thirds of the screen devoted 
to the gameworld view and the bottom third 



28 



% i 



[i-pr^i-*n 




showing the command icons. The heart of 
Labyrinth is interaction, and there are of 
plenty of items included in the game with 
which you can accomplish your goal. A lot 
of game time will be spent just figuring out 
in what order to do things (deciding what to 
do with the quarter is the first big test), and 
it is a fascinating environment in which to 
play. 




Neither the soundtrack nor the graph- 
ics could have been done on floppy - 
Labyrinth is first generation CD software in 
the truest sense. So, some problems are to be 
expected. The main flaw is the perspective. 
Instead of a real 360 degree environment 
like other first person games (Liberation and 
the Eye of the Beholder series), the rooms in 
Labyrinth are comprised of four different 



screens. Move in a new direction or into a 
new room, and the game doesn't scroll - it 
just loads up a new screen and displays it. As 
a first generation effort, this small flaw is 
acceptable, but in the future I expect better 
design. 

My only other complaint with the 
game is the lack of digitized voice, particu- 
larly at the beginning when Daedalus 
appears. He talks to you, but the words are 
simply displayed at the bottom of the screen, 
instead of being piped through the speakers. 
Disappointing, but tolerable nonetheless. 

Labyrinth has no action in the tradi- 
tional sense of the word. It's a true explo- 
ration, problem, and puzzle solving expedi- 
tion. The atmosphere it conveys is undeni- 
able as you travel through not just stone wall 
mazes, but an old west town, a Mayan 
temple, film noir city scenes, and even a 
space station. Labyrinth is a welcome addi- 
tion to the CD->2 because it is one of the few 
tides that utilize the immense graphic stor- 
age capabilities of the CD format. This type 
of game is becoming more prevalent on the 
MPC and Mac CD formats, but thus far, 
Labyrinth is the only one of its breed on the 
CD". That's unfortunate, because after 
tasting some of what's possible with this 
machine, a person will only want more. 
Maybe something better will arrive in the 
future, but Labyrinth is way ahead of any 
adventure currently available on disk. ■ JD 




CASTLES 



Many of you may remember one of 
the first BASIC computer games 
to appear back in the early eight- 
ies: Lemonade Stand. In this game, it was 
your charge to manage a simple stand that 
sold lemonade. You were in control of what 
supplies you would buy and how much 
profit you could make on each sale. Factors 
such as weather, friendliness, and location all 
affected the success (or failure) of your new 
business. Castles II - Siege & Conquest is 
another in a long line of games similar to the 
early Lemonade Stand. However, this time 
the goal is much grander and more complex 
than selling lemonade. 

It is the time of The Hundred Years 
War. The mythical King 
Charles of Bretagne has 
died without leaving an 
heir. The countryside is in 
chaos as the lords scheme, 
battle, and build - trying to 
win favor with the Pope, 
the only one who can name 
one of them the new king. 
You are one of the five 
lords vying for the royal 
title. 

The primary way in 
which a lord gains power is 
by controlling as many 
territories as possible. 
Territories are obtained by 
starting (and winning) 
bloody battles. These ill- 
gotten lands are then 
unified by building massive 
castles. 

When the gameplay begins, you have 
but one territory. Through shrewd use of 
your military, political, and administrative 
skills, you must forge an empire. Like the 
early Lemonade Stand, you have control 
over many resources in your domain. By 
sending out scouts, you can find out what 
valuable resources are available in surround- 



ing territories. Based upon your scouts' 
information, you may decide to go into 
battle with a given province. But be careful! 
If you haven't gathered up enough raw 
materials to outfit your armies, you'll end up 
with a bloody defeat instead of a victory 
celebration. Remember to keep your politi- 
cal network active. Your chances of being 
crowned king by the Pope diminish if you've 
upset one of his allies. There are many 
factors that you must consider in order to 
successfully rule your realm. From feeding 
your soldiers to picking the proper location 
for building your castles, you must be quick, 
decisive, and efficient. 

Once you have enough territory, you 






need to build a castle. Castles II allows you 
to literally create your own castle, from 
selecting the thickness of the walls to plac- 
ing turrets and spires. Want a moat around 
your castle? No problem. But no matter how 
large a castle is, poor design can often lead 
to a quick death for the soldiers inside. 
When you've conquered enough land and 
built enough castles, you may petition the 
Pope (assuming you haven't angered him) to 
crown you king. If he accepts your petition, 
the game is won. 

Castles II was originally written for the 
CDTV, and there is even a reference to the 
CDTV's optional FDD (Flash Disk 
Device) for saving games. Surprisingly, 
Interplay decided to make the release 
version compatible only with the CD. 
There was really no reason for this move 



since there are no AGA images on the disc. 
The opening 16-bit audio is fantastic 
and really creates a medieval mood, but the 
imagery is a basic ECS slideshow. 
Subsequent gameplay audio is a rather poor 
sounding music track using just the CD^'s 
standard 8-bit audio. The movie clips 
included to segue important events are also 
disappointing. Taking up only an 1/8 of the 
screen, they are very choppy - about 7 
^^^^^^^^^^j frames per second. Both 
| the CDTV and the 
CD 32 are capable of 
much smoother anima- 
tions. Finally, the use of 
a mouse in the second 
game port is a must for 
this game. The standard 
joypad controller just 
isn't up to speed for this 
pointer-intensive game. 
Interplay keeps the 
pointer control very slow 
and frustrating. 

While not a stand- 
out CD 32 title, Castles 
II is a worthy successor 
to the original game. 
There is more than 
enough strategic game- 
play to justify its 
purchase. The interface 
is easy to use, and the fact that it appears to 
be originally designed for the CDTV is a 
testimony to the amount of time expended 
in creating the Castle universe and extend- 
ing the variety of outcomes. ■ JC 



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Relations 

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COUNCIL 



CASTLES 2 CD32 


^■^■■^HB^^H^^^H^M^^M^B^B^IH^^ 


INTERPLAY ■ £29.99 ($45) 


VIDEO CDTV j 


NTSC NO 


Aspiring stone 
masons might /jj 
want to give |f! 
this one a « 
look. 


■ 


i 



SEVEN GATES 
OF JAMBALA 




ORIGINALLY RELEASED for the Amiga over 
5 years ago, this incredibly lame excuse for a 
game was shoveled on to CD recently at full 
price apparently to cash in on the demand 
for CD-*2 titles. Ironically, this was one of 
the first games programmed by Thalion, the 
team responsible for such quality titles as 
No Second Prize and Lionheart. 

Seven Gates of Jambala is a scrolling 
platform game with one of the most irritat- 
ing soundtracks I've ever heard - no, it isn't 
a CD track, folks. Play is limited to avoid- 
ing enemies, purchasing items, and avoiding 
more enemies. Since this game wasn't re- 
programmed for a two-button joystick, 
jumping is ridiculously difficult. Hey, why 
bother? A quick death is needed here. ■ 

SEVEN GATES OF JAMBALA CD32 



GRANDSLAM ■ £2599 ($40) 



I 



VIDEO 



CDTV 



NTSC NO 



Severely dated 
platform game 
with bland 
visuals and no 
real appeal. 



CHAMBERS 
OF SHAOLIN 




JUST READ the introductory paragraph from 
the previous review again. Sadly, everything 
written there also holds true for Chambers 
of Shaolin. Hey, I'm all for capitalism, but not 
at my own expense! How can they expect us 
to even consider buying these hopelessly 
dated titles at full price? 

Chambers of Shaolin is a beat 'em up 
that could have just as easily been an old 
C64 game. The sprites are that blocky, the 
music is that poor, and the gameplay is just 
plain non-existent. Even the additional sub- 
games could easily pass for PD software. 

To be absolutely fair, Chambers of 
Shaolin isn't quite as bad as Seven Gates of 
Jambala. However, Amiga Game Zone just 
doesn't give the mythical "F+" grade. ■ 

CHAMBERS OF SHAOLIN CD32 



GRANDSLAM ■ £2599 ($40) 



VIDEO 



Severely dated 
beat 'em up 
with bland 
fighters and no 
real gameplay. 



CDTV 



DANGEROUS 
STREETS 




ONE OF the most poorly designed beat 'em 
ups of all time, Dangerous Streets pits you 
against 8 characters who possess some truly 
bizarre fighting moves (one combatant 
turns into a box!) The static screen shown 
above is misleading - there are ridiculously 
few animation frames for each character and 
you can usually defeat your opponent by just 
moving forward while pressing the button. 
My favorite fighter is Tony - he lights up a 
Lucky every time he wins. What a great 
message for the age group this pathetic 
game will inevitably attract! Hey kids, don't 
smoke... unless, of course, you want to be 
cool. Don't show this one to friends who've 
played SF2 or MK on other machines - 
you'll be a laughing stock. ■ 



DANGEROUS STREETS CD3 




C O AA I isl G 



S O O ISI ULTIMATE BODY BLOWS 






.■vWWl 



FIRST, ADD one part Body Blows. Then mix 
in a heaping spoonful of Body Blows 
Galactic. Sprinkle with 9 new AGA back- 
grounds. Stir. Let simmer until May 1994. 
The result of this recipe for action is 
Ultimate Body Blows, Team 17's excellent 
new beat 'em up. What other fighting game 
gives you an amazing 22 characters from 
which to choose? Also included are 16 CD 
audio tracks and a "Tag-Team" feature that 
allows players to pick a team of fighters to 
play against another team! Our hunger for a 
good beat 'em up is about to be satisfied. ■ 



TURTLE LIGHTNING PUBLIC DOMAIN 



User-Friendlv 
Collection 



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ALL FRED FISH DISKS ONLY $1.40 EACH OUR FISH-CATALOG DISK IS $1.00 



ATT: PROGRAMMERS 



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LIBERATION 



Now Amiga owners don't have to buy 
a CD-^2 in order to play Liberation! 
In a surprise move, Mindscape has 
released the stormer of a game on floppy 
formatter all machines. No, you don't need 
an AGA Amiga (but you do need at least 
1.5MB of RAM and a hard drive is strongly 
recommended). Liberation detects AGA 
machines and enhances its graphics and 
sound accordingly. Depending on the speed 
of your computer, you can choose to install 
up to 11 megabytes of wall map graphics on 
your hard drive! Be prepared to wait a long 
time for all of these images to render, 
though - even on a speedy machine it will 
take about an hour. 

So what did Mindscape have to cut 
from the CD-' 2 version of the game to make 
it all fit on five disks? Not much, actually. 
The only missing feature is digitized 
speech. The intros and conversations are no 
longer narrated, but that's to be expected 
from a disk-based game. 

There are so many locations to explore 
and so many people to meet that this game 
can be daunting to the uninitiated. But 
those who persevere and learn how to navi- 
gate in this strange world will be rewarded. 
Did I mention that Liberation won't be out 
on the PC until late summer? ■ OM 



LIBERATION 



MINDSCAPE ■ £29.99 (S45) 



VIDEO 



1.3/2.0/3.0 



NTSC | REQ. 1.5MB 



HARD DRIVE PROTECTION 



YES MANUAL 



Floppy version 
of the CD 32 
epic still shines 
even without 
the voiceovers. 



TURRICA 



3 



The Turrican series has always repre- 
sented the pinnacle of speed, lavish 
graphics, and tremendous playability 
in the action genre, no matter on what plat- 
form it has appeared. Despite various threats 
from Rainbow Arts claiming that this game 
would never see the light of day due to 
Amiga games piracy, Turrican 3 has finally 
made it to the Amiga scene. While it has 
the great visuals and intense 
action of the first two, it 
comes up a bit short in my 
estimation. 

In Turrican 3 the 
"Machine" is back, 
wreaking havoc 
upon the universe 
once again. Ben 
McGuire must don 
the high-tech 
Turrican suit to 
destroy the forces of evil 
and rescue the damsel in 
distress from the clutches of 
the Machine's evil troops. To do 
this Ben has to blast his way through 15 
levels of non-stop enemy carnage. 

Turrican has most of his standard capa- 
bilities from the first two installments. He 
can use a variety of weapons found in each 
of the levels including the standard "smart- 
bomb", the combat roll technique in which 
he tumbles along the ground dropping 
mines everywhere, and the plasma rope for 
those hard-to-reach areas. In the later levels, 
effective use of the plasma rope is a must. 

The problem with Turrican is that it's 
too easy. Too easy? Yes, you heard me right, 
a Turrican game that is EASY! The manual 
says that the game has 15 levels, but I 
breezed through all of them in one sitting 
on the "normal" difficulty mode. Some of 
them really gave me a workout, but with 
piles upon piles of power ups, only a few 
levels really presented a challenge. 

Turrican 3's graphics are above average. 
There are plenty of sprites and bobs flying 
all over the place with minimal flicker. If an 




accelerated Amiga is used, the flicker is 
totally eliminated. The colors seem a bit 
limited, though. On the more dark and 
monochromatic levels the palette used gives 
a nice effect, but on other stages it seems as 
if not enough color was used. There is 
extensive use of parallax scrolling and large 
end-of-level bosses as well. 

The music and sound effects in 
Turrican 3 are also well done. 
The game says the sound is 
in Dolby Surround, but I 
didn't have the equip- 
ment to test that out. 
Apparently the game 
uses a special 7 voice 
format for the 
music, but I still 
heard the musical 
instruments getting 
overlapped by the 
sound effects as in other 
standard 4 voice games. 
Experienced Amiga 
gamers will find Turrican 3 too 
easy. However, don't rule it out completely. 
If you're looking for a nice quick action 
game that is fun to play and not too daunt- 
ing for the average game player, then 
Turrican 3 is it. ■ RB 



TURRICAN 3 


RENEGADE 


■ 


£25.99 ($40) 


VIDEO 1.3/2.0/3.0 


PAL YES 


1 HARD DRIVE 1 1 PROTECTION] 


NO | DISK-BASED | 


Action-packed *£& 
game thafsjust J^ 
too easy for 'M £ 
experienced vjL 
players. ^S 


) 



JET STRIKE 






Jet Strike from Rasputin Software 
(distributed in North America by 
Seascape Software) doesn't readily fall 
into any particular game category. It's 
kind of like a sideways-scrolling shoot 'em- 
up, in that you fly left and right and do 
massive amounts of property damage to 
enemy equipment. It's kind of like a flight 
game, in that you fly planes (and the occa- 
sional mythical winged reptile... go figure) 
to inflict said property damage. And it's 
kin d of like a platform game, in that you can 
use level codes to skip around a bit, not to 
mention the little bonus packages you can 
sometimes pick up when you explode an 
enemy plane in mid-air. These several parts 
make an enjoyable, albeit frequently frus- 
trating, whole. 

The premise behind Jet Strike is that 
the evil organization SPUDD ("Society of 
Particularly Undesirable ^^^^^^^^ 

Dastardly Dudes - a secret 
organization made up of arms 
dealers, mad dictators, 
psychopaths, and traffic 
wardens") is about to make its 
big push for world conquest. 
SPUDD already has many 
governments in its hip 
pocket. You and your 
mechanic, Harry, have to save 
the world by "borrowing" 
aircraft and munitions from local air forces. 
Although you have a wide variety (but 
limited quantity) of planes and helicopters 
from which to choose, you have only one life 
(your own) to lose. Better keep your finger 
on the "eject" button... 

m A FREE GOPf OF JET STRIKE! 



It's quite simple really, and if you're 
truly interested in flight games, you will 
probably know the answer to this ques- 
tion (or at least know where to find it): 

WHAT TYPE OF AIRCRAFT LHP 

THE CANADIAN AIR FORCE 

USE IN DESERT STORM? 

Send the answer with vour name and 
address to: Jet Strike Contest, c/o 
Amiga Game Zone, 103 W. California, 
Urbana, IL 61801. One lucky winner 
will he drawn at random from all correct 
entries received before July 1, 1994. 




Once loaded, you can choose among 
training, practice, combat, and aerolympics. 
The training option lets you select any often 
missions which allow you to work on 
specific aspects of flying (night flying, land- 
ing, dogfighring, bombing, etc.). Practice 
lets you run through ten training scenarios 
which are set up much like the full missions. 
The main portion of the game, combat, 
consists of 100 missions. 

"Half of the fun in the game is the ability to 
choose your active aircraft front a wide array of 
jets, prop planes, and helicopters. You can even 
pilot a flying boat or a dragon ('which, amus- 



ingly, can run out of gas). All that are missin 
are paper airplanes and a certain doghouse. " 



Jet Strike will load on accelerated 
Amigas, but is equally as playable on stan- 
dard machines. Accelerator owners take 
note, however: unless you have the reflexes 
of a chipmunk on speed, select the fast 
Amiga option in the game's options page. 
This will slow the game down and add more 
animation frames to make the game scroll 
more smoothly. 

Even though its odd control system 
causes the dive/climb commands to be 
reversed when you change direction 
{Rasputin promises to fix this problem soon - 
Ed), Jet Strike is a breeze to play. Not easy to 
complete the missions on the first go, mind 



you, but you don't have a lot of key 
commands to keep straight. Just about 
everything can be controlled from the 
joystick. The only keyboard command that 
you will have to use a lot is the space bar, 
which activates your plane's ejection seat. 
Trust me: the ejection seat is your friend. 

Half of the fun in the game is the abil- 
ity to choose your active aircraft from a wide 
array of jets, prop planes, and helicopters. 
You can even pilot a flying boat or a dragon 
(which, amusingly, can run out of gas). All 
that are missing are paper airplanes and a 
certain doghouse. Of all the craft available, I 
find myself using high-speed, agile attack 
helicopters such as the Werewolf or Apache 
time and time again. They're much easier to 
control than the jets in the menu, and they 
pack quite a wallop (and the Apache's 
cannon sounds so cool). 

Jet Strike is certainly a 
game that will keep you 
coming back for more (kind of 
like a masochist scheduling 
appointments with the 
dentist). The early missions are 
easy enough to make you cocky. 
"Look at all the fun explosions 
I can make," I said. "I think I'll 
go make a crater-pocked 
wasteland of that island over 
there," I said. But something 
happened when I wasn't looking, and before 
I knew it, I was flying missions in which I 
was the one who was doing the exploding. 
And I kept trying on 'em again and again! 

Only 80 more to go. Here's SPUDD in 
yer eye, Rasputin. ■ DF 

JET STRIKE 



5EA5CAPE SOFTWARE ■ $44.95 



. 



VIDEO 



NTSC 






1.3/2.0/3.0 



YES 




HARD DRIVE PROTECTION 



YES NONE 



Combination 
flight sim and 
shoot 'em up 
that strikes a 
good balance. 



M 



33 



COMBAT AIR PATROL 



ft 

8 




Combat Air Patrol, Psygnosis' first 
attempt at a straight flight simula- 
tor, is set in the Persian Gulf during 
the Gulf War. You can play single missions 
in an F-16 or F-18 against land or sea 
targets. If you prefer the full campaign, you 
can assign your pilot to a specific squadron 
for the duration of his career. The full 
campaign version also offers you the novel 
option of directing ground forces and creat- 
ing your own missions. 






There seem to be two types of flight 
simulators: one concentrates on realistic 
flight and controls; the other is more 
concerned with having fun, flying around, 
and blowing things up. Older titles like 
SubLogic's Flight Simulator II fall into the 
former category, while game-like sims such 
as F-18A Interceptor and Microprose's F-1S 
II are typical of the latter. Combat Air 
Patrol, without a doubt, falls into the second 
category. Sure, it's loaded with little extras 
like being able to shut down one engine in 
case of a fire, but you don't have to worry 




about being bogged down with details. Just 
boot the game from floppy or hard drive, 
punch up the instant flight option, and 
you'll find yourself armed to the teeth in the 
proverbial target-rich environment. 

After you're comfortable with the 
controls, you can go through the usual array 
of training scenarios, ranging from mid-air 
refueling to the much-dreaded nighttime 
carrier landings. You are also offered a wide 
range of combat practice runs over land and 
sea, in which you can go with a default 
weapons selection or pick your own instru- 
ments of destruction. 

Combat Air Patrol's graphics, however, 
are what make it really stand out. This thing 
is fast. Psygnosis' 1991 game Armour- 
Geddon showed what could be done with a 
traditional filled-polygon sim (a lot, for 
those who haven't seen it), and the program- 
mers put in another two years worth of work 




information given isn't what the game's 
protection system wants. As it turns out, the 
tables you need are located on the chapter 
heading pages... close to the binding... in 
small, hard-to-read print. And there's even a 
typo: the computer sometimes asks for 
information on an "AIM" system - it should 
be "AGM". Very stupid, guys. 

The copy protection problems aren't 
enough to bring this game down, though. 
Once you figure out how it works, you won't 



...the programmers put in another two years 
worth of work to come up with Combat Ah 
Patrol. It shows. On a standard Amiga, it's fast. 
On an accelerated machine, WOW! 



to come up with Combat Air Patrol. It 
shows. On a standard Amiga, it's fast. On an 
accelerated machine, WOW! There is a 
"constant speed" option in the preferences 
screen that generates more in-between 
frames on accelerated machines to keep the 
game from becoming uncontrollably fast. 
The result is amazing. 

I think the night missions are the high 
points of the game. The palette the design- 
ers chose makes everything look, um, dark. 
Everything is in silhouette. The only ways to 
visually identify ground targets are to use 
your pylon cameras or to zero in on the areas 
that have the most anti-aircraft cover. Waves 
of tracer bullets show up quite well. And 
there are so many of them. 

The only complaint I have is with the 
game's copy protection. After loading, the 
game asks you to supply certain statistics for 
a given plane or weapons system. The prob- 
lem is, the manual doesn't tell you where to 
find this information. There are schematics 
scattered throughout the manual, but the 



run into any problems. The graphics and 
sound effects are first-rate, and the game- 
play is fantastic. Hopefully, they'll make 
some add-ons for arenas other than the 
Persian Gulf. Variety is, of course, the spice 
of mayhem. ■ DF 

COMBAT AIR PATROL 



PSYGNOSIS ■ £29.99 ($45) 



VIDEO 


1.3/2 4 0/3.0 


PAL 


YES 


HARD DRIVE 1 


protection! 


YES 


MANUAL 



You'll find 
yourself arme d 
to the teeth in 
a target-rich 
environment. 



ur 




I suppose there are two ways of looking at 
this game. The first is for people who 
have played Microprose's F-19 Stealth 
Fighter, and the other is for those who 
haven't. I'll start with the latter. 

For those unfamiliar with F-19 (or any 
other Microprose flight simulator, for that 
matter), there is plenty to do in F-117A 
Stealth Fighter 2.0. Once you create a pilot, 
you decide where you want to fly, how real- 
istically you want the plane to handle, and 
how nasty you want your reception commit- 
tees to be. This lets you set the overall diffi- 
culty of your missions from "Cakewalk" to 
"Hot Flaming Death". 



STEALTH FIGHTER 2.0 

Strike Eagle II, but it's still a little too easy 



to take out enemy targets in F-117A 




As with most Microprose games, you 
will need to go through the tome that is 
passed off as an instruction manual, mostly 
to figure out which keys do what. Be ready 
to keep track of a lot of keys. 

Once airborne, the gameplay is pretty 
straightforward: fly to your primary target 
without getting blown out of the sky, fly to 
your secondary target without getting blown 
out of the sky, and make it back to base 
without getting blown out of the sky. The 
trick is, of course, to use your plane's stealth 
capabilities properly. This is another area 
that the manual spends a great deal of time 
explaining - how pulse and doppler radar 
work and what you can do to sneak past 
them. 

As it turns out, evading enemy radar is 
the only real challenge in this game. Your 
missies and bullets have an improbably 
accurate hit-ratio in all but the highest of 
difficulty levels. It isn't quite as silly as 
Microprose's earlier shoot 'em-up, F-15 




And now, for those of you who have 
played F-19 Stealth Fighter, I can honestly 
say that the two are very similar. The major 
difference is that all of your missions are at 
night in Stealth Fighter 2.0. Also, the 
target-bearing indicator in the camera 
display is conspicuously missing in the 
sequel, making it a real pain to locate 
targets. The manuals are practically identi- 
cal, right down to the equipment-ID copy 
protection. The keyboard commands are the 
same, and there haven't been any improve- 
ments in the blocky 3D models. It's like 
seeing a sky full of Saabs. 

All in all, there isn't anything that 
makes this game stand out. The graphics are 
okay, the gameplay is okay, and the sound is 
okay - but there's nothing that would make 
anyone want to rush out and buy it. ■ DF 



F-1I7A NIGHTHAWK 


MICROPROSE ■ 


£34.99 ($50) 


VIDEO | 


1.3/2.0/3.0 


| NTSC 


YES 


1 HARD DRIVE 


PROTECTION 


YES 


MANUAL 


Evading 
enemy radar is 
the only chal- 
lenge in this 
game. 






ISHAR 2 AGA 




While movie sequels usually aren't 
better than the original, the 
opposite seems to be true of 
many computer games, including Ishar 2. 
{Many people mistakenly call this game Ishtar 
2. Now there's a movie sequel I couldn't handle, 
let alone a game based on it. - Ed. ) This AGA 
role playing game picks up where its prede- 
cessor left off. After the fortress Ishar was 
freed from the evil Krogh, it became pros- 
perous under new leadership. But now in 
Ishar 2, a new evil threatens the kingdom. 

The real improvements are not in the 
plot, but in the game mechanics. Many of 
the icon controls have been rearranged or 
redesigned for greater efficiency, particularly 
the fighting icons which are now grouped 
together. The interface is one of the slickest 
I've seen. Furthermore, Ishar 2 is three 
times larger and features a day/night cycle. 
Saves no longer cost any money. And, yes, 
there's finally a useful online map to prevent 
the frustration of getting lost. 

Fortunately, all of Ishar 's great features 
are still present in Ishar 2. Most notably, 
members of your modifiable party have 
their own personalities, unlike the mindless 
puppets of many RPGs. The graphics are 
beautiful, although they don't take full 
advantage of AGA. The only downside is 
that it's sometimes difficult figuring out 
what your next move should be. Really good 
stuff. ■ HV 

ISHAR 2 AGA 



DAZE ■ £29.99 ($45) 



VIDEO 



NTSC 



I 



1.3/2.0/3.0 



3.0 ONLY 



HARD DRIVE PROTECTION 



YES(KEYDISK)| NONE 



Lush graphics 
populate this 
better than 
average role 
playing game. 



'I 4 



I 




Grab your sense of humor and take a 
little trip with Simon in a graphic 
adventure that is one of the newer 
ports from the IBM-compatible world. Be 
sure to bring at least one keen eye, your 
funny bone, and a little patience. 





The first thing you notice about this 
game is that it is huge. I was truly stunned by 
the size of it all. Both the standard and 
AGA versions each come packed on 9 
compressed disks. Too bad this results in a 
lot of time listening to the floppy drive spin. 
Thank goodness it is hard drive installable, 
and a hard drive is strongly recommended. 
Fully installed, the game takes up about 
8MB. The game will run off floppy if you 
like, but I pity anyone who tries it. 

Simon the Sorcerer is fairly entertain- 
ing with its humorous animations and many 
activities to complete. The main goal is to 
rescue Calypso the High Grand Wizard by 
defeating the evil Sordid. During the adven- 
ture, Simon encounters everything from 
woodworms to a pair of valley demons. 
Problems are usually solved with a little wit 
and creativity. The animations of Simon, 
including everything from his facial expres- 
sions to his being spit naked out of a frog, 
are sure to bring a smile to everyone's face. It 
would appear that developers of the game 
had humor as their top priority. 
Unfortunately, this does not equal a terrific 
game. The graphics are well drawn and the 
attention to detail is appreciated, but Simon 
the Sorcerer is only skin deep. While there 
are plenty of background or mood music 
pieces to spice it up, they get boring after 
awhile. Sound effects are missing from 



the game, and in my opinion, this omission 
is an unforgivable oversight as there are 
supposed to be sound effects on "some 
versions" and the Amiga is a more than 
capable candidate. The game's playability is 
good, as the interface and movement are 
easily understood. At the bottom of the 
screen there is a list of action words that the 
player utilizes in order to interact with the 
other characters and objects in the game. 
Next to the list is a scrolling display of all the 
objects that are being held by Simon. One of 
Simon's most useful possessions is a map 
that shows the places he has been. It will 
take him to any of these spots when the 
player clicks on the desired location. A post- 
card is used for the save, load, and quit 
options. 

Simon the Sorcerer held my interest 
only on the level of "I want to finish the 
game." All a player has to do is collect every- 
thing and use it somewhere else. There are 
no outstanding puzzles other than searching 
for objects. I took much longer to finish the 
game than I should have because I could not 
find objects on the screen. In some cases the 
pointer must be exactly on an object, and if 
the mouse is moving too quickly - well, 
tough luck. (The AGA version has a much 
richer color palette, making the objects easier to 



SIMON THE SORCERER 


ADVENTURESOFT ■ £34.99 (550) 


VIDEO | | 


1.3/2.0/3.0 


PAL 


OK 


1 HARD DRIVE 1 ] 


PROTECTION [ 


YES 


MANUAL 


There are too 
many better 
adventures out 
there to make 
this one special. 


4 


*J 



see. - Ed) Simon is led through all the 
conversations, so there's no challenge here 
either. In one case a response is, "I don't 
know, I hoped something would appear." 
While humorous, there is no real threat here 
because any response the character chooses 




will be accepted. There is no element ot 
danger, and you can count on not being able 
to screw up. All in all, I would like to have 
been kept on my toes. Even at the end, 
where I expected the greatest challenge of 
all, Simon got lucky and disposed of his 
nemesis too easily, and that was it. Big deal! 
The game is supposed to be an adventure, 
not a walk through. 

In my opinion, Simon the Sorcerer is a 
step back in the graphic adventure scene. 
Get it if you must have this type of adven- 
ture game, but if you want a "destined to 
become a classic," keep looking. ■ MP 



SIMON THE SORCERER AGA 


ADVENTURESOFT ■ £39.99 ($60) 


1 VIDEO 


1.3/2.0/3.0 


PAL 


3.0 ONLY 


HARD DRIVE 


| PROTECTION 


YES 


MANUAL 


256 colors 
make objects 
easier to see, 
cutting down 
on click-itis. 


inf *Mn\ 


%3f 



DISPOSABLE HERO 



The year is 2867. After a large 
scale galactic war, technol- 
ogy has reverted to that of 
the 20th century. Obviously, some- 
body needs to do something about 
this situation. That somebody is you 
- go out and kick alien butt. 

Bad introductions aside, 
Disposable Hero is a standard hori- 
zontal shoot 'em-up. You must 
navigate and blast your way through 
five levels of various alien nasties. 
As with many shooters, this game 
requires you to earn power-ups as 
you progress in order to stay alive 
and defeat the huge boss alien at the 
end of each level. 

You start out in a ship equipped with 
only a single front pulse laser. As you 
continue your quest for carnage, blueprints 
can be picked up that lead to the develop- 
ment of new weapons and ship enhance- 
ments. Factories appear intermittently along 
the bottom of the screen which allow you to 
place the newly developed enhancements on 
your ship. Stopping at these factories also 





gives the player a chance to catch his breath 
and rest a bit. 

The number of enhancements that can 
be placed on your ship is limited by the 
ship's engine power at the time, as most 
enhancements also draw power from the 
ship's engine. Not all enhancements are 
weapons. More powerful engines, shields, 
and thrusters are among the non-destructive 
items that can be added to your ship. The 
range of weapons is the 
best part of the game, as 
there are quite a few 
combinations that can be 
effective against the 
baddies. Weapons include 
various multiple direction 
lasers, homing missiles, 
bombs, sonic disrupters, 
spray missiles, heavy 
cannons, etc. Some of the 
weapons can be added to 
the ship several times in 
different areas of the 
vessel. 



In addition to the myriad of 
weapons that can be added, a 
second type of ship is made avail- 
able later in the game. Some 
enhancements can be placed on 
only one of the two types of ships, 
so it can be hard to decide which 
weapon combinations work best 
for each ship. 

Another nice feature of the 
game is the variable difficulty 
evel. As the difficulty level 
increases, aliens are harder to kill 
and there are more of them. More 
than once I was surprised by a new 
wave of aliens that wasn't on the 
previous difficulty setting. This made each 
difficulty level harder than just battling 
tougher aliens. 

Disposable Hero is a well done shoot 
'em-up with catchy music and smoothly- 
animated graphics - a good addition to 
anyone's game collection. ■ JL 



DISPOSABLE HERO 


GREMLIN ■ 


£25,99 ($40) 


VIDEO 


1.3/2.0/3.0 


NTSC 


YES 


HARD DRIVE 


| PROTECTION 


NO 


| DISKS CODEWHEEL | 


An R-Type 
clone for the 
1990's. 


(#%, 



CHAOS ENGINE AGA 



If all the games we reviewed were as 
addictive as The Chaos Engine, you 
wouldn't be reading this magazine. You 
see, we've spent an incredible amount of 
time "play testing" this game to which we 
can devote only third of a page for its review. 




The game is just an update from the origi- 
nal Amiga version, but it really deserves 
high praise. 

Colors and detail on all the characters 
have been enhanced for AGA owners, but 
the real treat is the artificial intelligence of 
the computer player. While you can play 
with two human players, it is just as fun to 
play with the computer since he makes 
smarter decisions and isn't quite as greedy! 
He'll cover your back or cut a path for you 
through heavy enemy resistance. 

The only flaw to this otherwise perfect 
game is the lack of a hard drive install 
option. We know we'll be "play testing" The 
Chaos Engine for a long time. ■ GM 



1AOS ENGINE AGA 



RENEGADE ■ £25.99 ($40) 



VIDEO 



1.3/2.0/3.0 



PAL ■ 3.0 ONLY 



HARD DRIVE PROTECTION 



NO DISK-BASED 



Killer graphics, 
sound, and 
placability - 
it's definitely 
time for chaos. 



it! 




When I was given the task of 
reviewing Fury of the Furries by 
Ed (oh, you know Ed... he's the 
guy who always puts "- Ed" after wisecracks 
in game reviews), I was under the impres- 
sion that in lieu of an intro for the game, I'd 
have to endure the entire membership of the 
NKOTB Fan Club chanting "Fury of the 
Furries" over and over and over, until I 
morphed into one of the little day-glo 
furballs. Thankfully, this ugly incident never 
happened. Phew! I still hate the title, even 
without the Freudian armageddon. (We don't 
have a due as to what Robert's talking about, 
folks. - wisecracking Ed) It's a name only a 
mother could love (and only the mother of a 
Furry). This brings up another point - sure, 
they're furry and furrious... er, furious. But 
genetically they're just Tinies. And as you 
might suspect, you take control one Tiny at 
a time and guide them collectively on a 
world-saving mission. Just like in real life, 
eh? 



OF THE 
FURRIES 

shots... not un-Lemming-like, don'tcha 
think? Well, think again! These cats have a 
real task at hand! In a nutshell, our fluffy, 
freaky friends from the planet Sklumph 
must find and rescue their king who has 
been abducted by a different gaggle of 
Tinies. Evil ones. Right. As fate would have 
it, you are pitted against these Tinies gone 
bad in an effort to restore this world to silli- 
ness. Ironic, isn't it? 






Oh, those sweet, loveable, 3-toed 
beasties that look like a cross between Cool 
Spot and the Beatles. Just look at the screen- 



This is a job that will require more 
skills than a mere single Tiny possesses. To 
accomplish various tasks, FOTF offers four 
different Tiny types (shades of Lemmings) 
located at the bottom of the screen on the 
status panel. Pulling down on the joystick 
transforms the Tiny into a different type, a 
concept seen previously in games like 
Morph, and most recently, Donk! Since they 
are color-coded Furries, this process is quite 
easy to do. 

The attributes assigned to each "furry" 
are thus: the yellow Tiny is able to fire off 
rounds of fireballs, the red Tiny gobbles his 
way through platforms, the blue Tiny is able 
to swim underwater, and the green Tiny 



(everyone's favorite) is able to shoot a rope 
to the upper scenery and do his best impres- 
sion ofTarzan / Spiderman / George of the 
Jungle (take your pick). To expand on our 
green guy a bit, I'd like to say that the 
control system for this aspect of play was 
done with sheer brilliance on the part of the 
programming team. The Amazing 
Spiderman offered nothing this slick, nor 
did Batman - The Movie, although the 
latter game was on the right track. What 
makes this move truly unique is the ability 
to skip-jump across particularly nasty 
ground. Let's face it, he's a fun character! As 
the game progresses, you'll need to be more 
prepared for your furry-swapping since 
things get quite a bit trickier. This is not a 
bad thing, for it is this quality that makes 
the game challenging. 

The characters' animation is really a joy 
to watch, and the game is loaded with 
atmosphere. The look and feel of the entire 
game is enchanting and is further enhanced 
by the warm jazz soundtrack. The boister- 
ous, cartoony sound effects complement the 
music score. 

Other little details offered by the game 
are a PAL/NTSC toggle, auto game save 
and replay, and even an amusing manual 
look-up screen. Finally, being able to skip 
the intro presentation from disk one and 
boot straight into the second disk is a prac- 
tice I wish was more prevalent, since it's 
truly a waste of time to wade through that 
every time. The remaining four disks pack 
enough gameplay to keep you buzzing for a 
long, long time. ■ RV 




BURNING RUBBER 




There are lots of arcade racing games 
out there (Jaguar XJ220, Lotus 3, 
Crazy Cars 3, etc.) The basic 
premise is to win the race, earn more money 
or points, buy cool stuff for your car, and 
then continue on to the next level. Burning 
Rubber is exactly that and really nothing 
more. The concept is that you are in a series 
of international road races, and your goal is 
to get the most points by winning each race 
and, ultimately, the championship. You pick 
your car from a wide selection of European 
models, choose automatic or manual trans- 
mission, and then select the difficulty level. 
You can make improvements to your car in 
the speed shop, as well as fix any damage 
you receive during the races. There are 12 
courses on which to race, and each is in a 
different country (in Europe) or city (in the 
U.S.). Each course becomes more difficult 
with the addition of increased police patrols, 

BURNING RUBBER 



inclement weather conditions, sharper 
turns, and even pedestrians (Pow! Ten points 
for a road kill! - Ed). You plan your route as 
in F40 Pursuit Simulator, but if you are on 
easy or medium difficulty, flashing arrows 
will appear to tell you when to turn. Be 
warned that you really have to go slow to 
turn onto another road. 

You can load the intro disk (a fancy 
Euro demo), or you can just boot from the 
main disk. The game does have cool music. 
For AGA machines, there are some minor 
enhancements, including the option to have 
music playing instead of sound effects. I 
personally think that the graphics could 
have been better on both versions. 

In summary, there were times while 
playing this game that I thought to myself, 
"Haven't I played this game before?" There 
is nothing wrong with Burning Rubber, but 
it just doesn't offer anything new. ■ RH 



BURNING RUBBER AGA 



OCEAN ■ £25.99 (S40) 


VIDEO 1.3/2.0/3.0 1 


PAL YES 




HARD DRIVE | | PROTECTION 


NO | DISK-BASED 







Did you ever 
smell burning 
rubber? Well... 




D/GENERATION 





Some three decades into the future, a 
secret genetic engineering project at 
Genoq Biolabs in Singapore has gone 
awry. It seems that an artificial organism 
named D/Generation has taken over the 
building, trapping the occupants inside. 
You, a hapless courier delivering a package 
to the scientist Derrida, must rescue the 
employees while finding a way to destroy 
D/Generation before it escapes to the 
outside world. 

Gameplay amounts to getting through 
120 rooms on the upper ten floors of the 
building while dealing with its killer (liter- 
ally) security system and solving some 
simple puzzles. Talking to various people 
and using the computer terminals help in 
developing the storyline. 

When I first loaded up this isometric 
action adventure, I almost thought I was 
having a Nintendo flashback. Regardless of 
the AGA enhancement claim on the box, 
the graphics are decidedly 8-bittish. 
However, the animation and sound effects 
(mostly consisting of laser blasts and explo- 
sions) are adequate. Despite poor graphics 
and a disappointing ending, this game is fun 
and playable. Its addictive quality kept me 
hooked for hours. ■ HV 



1 

s 





WHEN TWO WORLDS WAR 



in 

1 

§ 

1 



When Two Worlds War is set in 
the year 2121. War is no longer 
conducted on battlefields. 
Instead, military strategists are put in 
control of a simulator with which bloodless 
victory is decided. You are one of the strate- 
gists and may choose to play the computer 
or a human enemy. You and your enemy take 
control of your respective worlds, and more 
specifically, the military logistics which will 
orchestrate your triumph (or defeat). 

You are in command of several facili- 
ties: labs (used for research to develop more 
sophisticated weaponry), mines (needed to 
build equipment), power plants (needed 
during the equipment building process), and 
farms (needed to support each military unit, 
or MU, you create). These features deter- 
mine your world's military capability. 

The game revolves around develop- 
ment of your MUs. These military units 
come in four varieties: land, sea, air, and 
space. All the parameters of your MUs, 
including the level of sophistication of their 
engines, the quality of their armor, the range 
and power of their missies, etc. are based on 
the level of technology you are able to 
achieve. While building MUs you may gain 
a new technology that might give you an 




edge or at least make you even with the 
enemy. So, at any point you can discontinue 
production of technologically inferior units 
and concentrate on production of the more 
advanced units. 

MUs battle in all of the conventional 
arenas: on land, in the air, and at sea. Missle- 
carrying satellites and starfighters under 
your command can operate in both your 
world or your opponent's world. The space 
between the worlds eventually becomes 
another battlefield, even though the surface 
of the planets is where most of the action 
occurs. Transport ships are a great help in 
such situations as they are able to carry MUs 
anywhere. 

All operations are facilitated using a 
series of "windows". Some windows perform 
simple functions like viewing the two 
worlds. Others, such as the one used for 
mission input, involve much more compli- 
cated procedures. 

Some screens have cool graphics, but 
generally speaking, the graphics in W2WW 
aren't anything special, just clean. Most 
strategy game lovers would forego stunning 
graphics for great play anyway. Ah, but 
therein lies the rub. W2WW is such a mixed 
bag ofengaging strategy and mundane oper- 
ations. For instance, building facilities is an 
important aspect of the game, but there isn't 
a whole lot of strategy involved in building 
labs, mines, etc. However, if you spend too 
much time building facilities, you're likely to 
have enemy MUs blowing the bejeezus out 
of your bases. And, if you ignore technolog- 
ical advancements, your MUs will be like 
pens without ink, unable to make a mark on 



the enemy. It also seems that land, air, and 
sea MUs are virtually unnecessary. Enemy 
bases are the only target of consequence, and 
technologically advanced starfighters can 
handle the whole job of destroying them. 

W2WW's biggest drawback is that 
much more effort is expended in preparation 
for battle rather than during the actual 
battles themselves. There are some good 
ideas to be found here, but W2WW tends to 
divert the player away from war and strategy 
with too many operations that aren't impor- 
tant enough for the time they consume. The 
second game I played lasted about 10 hours, 
of which the last four seemed painfully long. 

If you like building worlds, my sugges- 
tion is that you stay with Sim City or Sim 
Ant. If you prefer war games, the strategy of 
battle is far more focused in Perfect General 
or Harpoon. W2WW is not a bad game to 
own, just surprisingly limited when consid- 
ering the intricate, ongoing setup necessary 
to play it. ■ RM 




Editor's note: Impressions has included both the 
standard and AGA versions of When Two 
Worlds War in the same box. Great idea! If you 
upgrade to an AGA machine you won't have to 
buy an additional AGA version of the software. 



WHEN TWO WORLDS WAR 


IMPRESSIONS 


m 


£34.99 <S50) 


VIDEO 


If 


1.3/2.0/3.0 


| NTSC 




YES 


1 HARD DRIVE 


If 


PROTECTION 


| YES 




NONE | 


A mixed bag 
ofengaging 
strategy and 
mundane 
operations. 




iam mRi 



SEEK & DESTROY 



Seek &C Destroy from Mindscape is a 
smooth helicopter arcade game 
supplied on four copy-protected 
disks. You look straight down on the action 
from an overhead perspective as you fly 
about the landscape shooting at anything 
that presents itself. Depending on the 
mission, targets can include tanks, ground 
soldiers, or other helicopters. Your weapons 
are guided and unguided air-to-air and air- 
to-ground missiles, a machine gun with an 
unlimited ammo supply, and napalm. You 
can also call in an air strike for those really 
hardened ground targets. 

You choose to 
control your Apache 
chopper with either 
the mouse or a 
joystick. Weapons 
are selected via the 
function keys, and 
the spacebar will 
bring up a large 
scale map of the 
battlefield. This is 
handy since the 



ever-present short range scanner at the 
bottom of the screen covers only a small 
area. AJso shown on screen are a fuel gauge, 
the number of remaining choppers, your 
score, and a graph showing shield strength. 
Shield strength? What is this, the Starship 
Apache? The shields, of course, protect you 
from damage up to a point, and can be 
recharged by finding a shield icon. Shield 
icons and fuel icons are sometimes revealed 
when you destroy an enemy building. 

Seek & Destroy has some nice touches. 
I liked the radio voice at the end - after 
trying unsuccessfully to contact your 
downed chopper, it reports "There's no 
response, sir." 

Perhaps I've been spoiled by another 
recent helicopter arcade game, but I felt a bit 
let down by Seek & Destroy. Being forced to 
wait through the entire loading sequence 
after losing your last chopper is a real 
bummer (hard drive installability would 
have prevented this annoyance). Still, this 
arcade game has smoothly animated graph- 
ics and certainly enough action to keep the 
old joystick sweaty for a few hours. ■ RH 




QjT^JT^jV*-j ^"W^^y^iV Yk V- 


a rAn i ^ / \ 


m % 










It is probably safe to assume that the kind 
folks at Alternative Software are glut- 
tons for punishment. They are responsi- 
ble for the latest game you'll love to hate 
called Suburban Commando. An arresting 
title, for sure, but if it sounds somewhat 
familiar, it's time for the shrink in me to 
bring to the surface the thoughts that have 
been buried deep in the inner recesses of 
your mind. I admit that it's true - I tried to 
bury any recollections linked to that name as 
well. If I had to be reminded of it, then you 
too must suffer. 

It's that Hulk Hogan thing. That 
miserable, dismal attempt at action and 
comedy. Suburban Commando was as much 
a stinker at the cinema as it is on the 
Amiga. Not that I ever had any doubt that 
this was gonna be the verdict, but there's 
always the outside chance that a Body Blows 
will surface (yeah, right) or a Zool (oh, 
puuhleeze!) or even a WWF Wrestlemania 
(bingo!). 



The space section is played out in the 
first sub-level and is a horizontally scrolling 
shoot 'em-up that is merely unimpressive. 
It's a wannabe R-Type, yet the only successful 
steal I could find was the difficulty curve. 
This may be fine for frustration enthusiasts, 
but it left me in a bad mood. At any rate, it 
sets the stage for the "crash-to-Earth" story- 
line, with the remaining handful of levels 
reserved for the usual platform shenanigans. 

The graphics make a go of looking like 
a console game, but the game itself is simply 
flawed. Hulk looks absolutely ridiculous 
with his big head and Peter Max mustache 
that is as cornball as it is kitsch. If this is 
high camp, then I'm gonna go buy some old 
Jerry Vale albums for entertainment during 
the few moments I can tear myself away 
from this cult classic (oh, brother!). 

Suburban Commando is such a stupid 
idea for a license in the first place - a dud 
film that bombed at the box office (and 
subsequently on home video) begets a dud 



game that... Even as a budget game, this is 
still tired stuff. But guess what - it's NOT a 
budget game! 

Hulk Hogan seems like a likeable guy, 
but let's leave him in his deodorant commer- 
cials and out of video games. To date, I have 
seen Hulk licensed out to three games 
(WWF Wrestlemania, WWF 2, and now 
this), and while this is the best of the three, 
that's like picking the best looking of The 
Three Stooges. So help me, if they make a 
game out of Mr. Nanny, I'm gonna find a 
new career'. ■ RV 



SUBURBAN COMMANDO 


ALTERNATIVE 


■ 


£24.99 ($40) 


1 VIDEO 


II 


1.3/2.0/3.0 


NTSC 




YES 


1 HARD DRIVE 


If 


PROTECTION 1 


NO 




DISK-BASED | 


This one's as 
good as the 
movie - and 
that's not a 
complement. 




4 





§ 

1 

rn 




1 

ft 




Yiip! He's dumb lookin'. Good ol' boy, 
though. But dumb lookin' as they git. 
Born an' raised deep in the heart of 
America's southland, Bubba knows a thing 
or two about survival. He's a truck drivin' 
man on a mission. An' what better tool for a 
country bumpkin on a mission than... a 
stickl Yuck, yuck, yuck! I'm serious, y'all! 
Dangitall, this ain't no normal stick! It's 
magical an' can do thangs y'all wouldn't 
believe! No redneck in his rat mind would 
try to make his way back to Earth wit'out 
one. Back to Earth?!?! Yup! Been kidnapped 
by them thar alien E.T.s and gotta git back 
to Earth b'fore the li'l green guy finds ol' 
Bubba. Since Stix is an alien too, this might 
be poss'ble. It's true, 
dag-nabbit! 

Phew, I'm glad 
that paragraph is 
over! Not since 
Moonshine Racers 
has the screen been 
so illustriously 

blessed with stereo- 
typed representations 
of Southerners! 

Where are all the activists screaming 
"Politically incorrect!" when you need them? 
At first glance, Bubba 'N' Stix appears 
to be just another platformer with highly 
comic overtones. You are Bubba, zapping 
oncoming enemies by whopping them in the 
head with Stbc. But you soon realize that you 
have some major puzzle solving to do if 
you're going to avoid running smack dab 
into seemingly unobtrusive trees and moun- 
tain walls. Arcade fans may be disappointed 
when they discover that to succeed in this 
game will require a peripheral known as the 
brain. In all honesty, I too was annoyed at 
the fact that I had to think in order to 
continue with the game. But upon realizing 



the wealth of animation used for the Bubba 
sprite alone (a staggering 170 frames!), I 
knew the puzzles were gonna have to be 
solved one way or another - I simply could- 
n't miss out on this gorgeously constructed 
piece of software. 

The puzzles look simple, but they are 
anything but easy. The key to keep in mind 
when attempting these workarounds is that 
Stbc is a very multi-talented kinda guy, 
particularly when compared to his feeble- 
brained companion (which could be you or 
Bubba, depending on how you want to look 
at it). Keep an open mind when it comes to 
Stix's capabilities. He is a very slick stick and 
can double as a balancing tightrope pole, 





Arcade fans may be disappointed when 
they discover that to succeed in this 
game will require a peripheral known 
as the brain. 



ladder, pool cue, javelin, or snorkel (to name 
just a few things). 

Once you grow accustomed to the 
nature of the puzzles, the game should 
become easier. NOT! Just when you become 
comfortable with the controls and complex- 
ities, the puzzles get tougher with an 
increasing number of obstacles and enemies. 
Thankfully, bonus levels provide some comic 
relief or you might be driven to the 
temporarily satisfying (but ultimately 
embarrasing) act of monitor destruction. 

Should you have the skill to get to the 
part of the game where Glik (he's the alien 
who kidnapped you in the first place) 
returns to claim his victim (that's you, of 
course), get ready for some huge guffaws. 
Glik's not the smartest extra-terrestrial in 
the universe, you see, and outwitting him 
provides the game with slapstick sequences 
that counter the frustrating trial and error 
methods you must use to defeat his alien- 
ness. 

If the scenario appears too limited for 
you in the opening level (the alien forest), 
some nice surprises are in store in the 
concluding four levels. Loads upon loads of 



enemies lie in wait ahead of you, and it is 
really worth the work it takes to complete 
the game. The graphics perfectly comple- 
ment the gameplay with their cartoon qual- 
ity and color slapdash. Amazingly, this 
wealth of images and superb music comes 
on a mere two disks! No shortcuts appear to 
have been taken in the animation depart- 
ment and this is the game's strongest point. 
Bubba 'N' 
Stix takes a fresh 
approach to the plat- 
form game genre, and 
the result is long-last- 
ing paydirt! A game 
with only five levels 
may not seem very 
impressive, but I can 
already tell I'll still be 
playing this game 
come this time next year. Unlike most plat- 
formers, Bubba requires a lot of calculation 
and thought. Rather than sticking with the 
tried and true linear format of jumping, 
running, stomping, power-upping, etc.-ing, 
Core Design has managed to successfully 
expand the game into several additional 
areas that should extend its shelf life consid- 
erably. ■ RV 





CORE DESIGN ■ £25.99 ($40) 


VIDEO 


II' 


1.3/2.0/3.0 


PAL 




YES 


HARD DRIVE 


ir 


PROTECTION 


NO 




NONE 


Not politically 
correct, dag- 
nabbit, but an 
entertaining 
platform puzzler. 


L 





DINOSAUR DETECTIVE AGENCY 




Ahh, those adorable platformers are 
still flowing in full force! After a 
bank is robbed, Sherloch Ness (the 
cute prehistoric sleuth that you control) is 
called upon by the manager of the bank to 
do what dinosaur detectives do best (er... 
whatever, guys). Donning your spiffy outfit 
(token plaid jacket and painfully English 
cap) and grabbing your trusty ol' camera, 
you're off on a trek across levels that appear 
not unlike a console arcade game. Why the 
camera? Elementary - you must snap a 
picture of the suspect in. this most heinous 
crime! There will be clues and bits of 
evidence to gather along the way during 
your journey. Jump right in - it's all really 
very simple. But you'll have to be smarter 
than the average Neanderthal in order to 
maneuver your way through this and three 
other baffling cases to which you have been 
assigned. 

Dinosaur Detective Agency is a truly 
smashing affair - with just a few reserva- 
tions. Let's look closely at the evidence. 
Now where is that bloody magnifying glass? 

Clue number one shows us an unimag- 



inative inrro that, in the final analysis, 
doesn't really matter after all. Who really 
CARES about long, drawn-out primers that 
drag the disk loads into a time warp? Short 
and sweet... to the point, that's the ticket! 

Our next bit of evidence, affectionately 
referred to herein as clue number two, finds 
us at the options screen. Hmmm... not much 
to go on here either! Music toggle, sound 
effects toggle... YES, a game that lets us 
have both tunes and F/X! All right, it's not 
that big of a deal. Oh, the rigors of hyping a 
budget game. 

Next on the agenda (I know, I know... 
number three) is the gameplay itself. There 
is a distinct cartoon look to the game that 
gave me a rather comfortable feeling. None 
of thejump-on-the-heads-of-bad-guys stuff 
here. Your weapon is your camera, which 
uses flashbulbs to blind the beasties you 
encounter along the way. You'll see scattered 
items throughout the levels that you'll obvi- 
ously want to collect, such as gold coins, 
flash bulbs, etc. Their uses are realized along 
the way. You will need to ball up to sink into 
the soggy earth or jump to return to upper 
levels in some places. More confusing 





puzzles are bestowed upon you in later 
levels. 

DDA appears to have been aimed at 
younger players who are still mesmerized by 
Barney and Jurassic Park. But even those 
kids will be disappointed by both the fact 
that you are only given one life and that you 
must return to the beginning of the game 
should you err. It's too bad such a frustrating 
event occurs in an otherwise enjoyable 
kiddie adventure. ■ RV 



DINOSAUR DETECTIVE AGENCY 


ALTERNATIVE ■ £16.99 ($25) 


VIDEO 1.3/2.0/3.0 


PAL | YES 


HAjRD DRIVE PROTECTION | 


NO | DISK-BASED | 


A decent non- jtf& 
violent game fJt \ 
for kids... only \S & 
pictures are ffi^ j 
shot here. ^S 





1 

s 

5i 



OVERKILL, AN AG A-only shooter from Mindscape, uses the Defender model of gameplay. 

It relies more on arcade skill than memorization of attack patterns. The action gradually 

becomes more intense and the 
graphics, while not earth-shatter- 
ing, are decent. Probably the most 
outstanding graphic details are the 
excellent perspective warping and 
extensive parallax scrolling in the 
background. In a time when 
shooters are few and far between, 
Overkill is a welcome sight. ■ RB 




OVERKILL AGA 




MINDSCAPE ■ £19.99 ($30) 


VIDEO 1.3/2.0/3.0 


NTSC | 3.0 ONLY 


| HARP DRIVE PROTECTION [ 


NO j DISK-BASED | 


Defender clone 
with nifty A 
parallax if] 
scrolling '3j 
routines. 






PIN BALL FANTASIES AGA 



No matter which computer or 
console system you own, you won't 
find a smoother, more colorful, or 
more playable pinball game than the 
Amiga's own Pinball Fantasies (at least not 
until the sequel, Pinball Illusions, is 
released). 




21st Century has recently released an 
AGA-specific version of the game that 
sports 256 color tables and optimized 
scrolling. You'll spend hours and hours play- 
ing Partyland, Billion Dollar Game Show, 
Speed Devils, and Stones 'N' Bones. The 
best feature of this update is that it is now 
hard drive installable and NTSC compati- 
ble! 

If you own the original Amiga version 
of Pinball Fantasies, then it probably isn't 
worth buying this updated version - the 
gameplay is almost identical. However, if 
you own an AGA machine and have yet to 
try the game, I urge you to pick it up. ■ GM 



IBALL FANTASIES AG/ 



21ST CENTURY ■ £29.99 (S45) 



VIDEO 



1.3/2.0/3.0 



NTSC | 3.0 ONLY 



HARD DRIVE PROTECTION 



YES MANUAL 



Gorgeous 
update of this 
smooth and 
highly playable 
game. 



WINTER OLYMPICS 



I'll make no bones about it: I put Winter 
Olympics at the bottom of my stack of 
games to review for this month. I do 
enjoy sports sims and grew up on the myriad 
of track & field games from the glory days of 
the C64 and Apple II. But let's face it, most 
of those games suffered from the same prob- 
lems: too much joystick waggling, too much 
slow disk accessing, lousy control, and poor 
implementation of physical events that must 
be translated to a handheld control device. 
(Yeesh! I volunteered to review this game?) 




I® 



However, after actually playing it, I 
must personally tip my hat to U.S. Gold for 
sanitizing the genre with this superb 3 disk 
sports simulation. Now I can cancel my trip 
to the freezing Norwegian shores, nestle up 
to my Amiga, and become a part of the 
action. Okay, so I have a fertile imagination. 

You can opt for full Olympics, mini 
Olympics or practice. I strongly recommend 
practice rounds before jumping into the 
icebox. This will help you adjust to the vary- 
ing control methods that each event uses. 
Practice options also offer time trials, elimi- 
nation, and pursuit modes. When compet- 
ing in the Olympic modes, you are offered a 
choice of club, national and Olympic (for 
the purists, I suppose). There are a total of 
14 disciplines which comprise the 6 
Olympic events, so you can rest assured that 
there is plenty to do. 

The presentation is flawless with 



delightful segue pages displayed during load 
times. Although some minor disk swapping 
is necessary, I was never bothered by it. 
Another nice bonus is support for 1-4 play- 
ers. The graphics are irresistable and make 
the game that much more enjoyable to play. 

The Olympic events available include 
skiing, bobsled, luge, ski jumping, short 
track speed skiing, and biathlon. Don't 
despair over the indulgence in skiing events; 
each really holds its own charm. Downhill 
skiing is especially exciting, particularly 
when compared to previous torturous 
implementations of the sport. The omission 
of skating events is offset by the inclusion of 
bobsledding, which became a cult item last 
year with the release of Disney's splendid 
sleeper hit Cool Runnings. Anyone who saw 
that film will want to have a go at manning 
his own missile-shaped sleigh. Joystick 
waggling is used to get your running take- 
off under way, followed by simple clicks of 
the fire button to load the sled with the 
racers. From that point, it's all control of the 
curves in the track that lies ahead. 
Competence will surely require much prac- 
tice, but it's never really tedious. 

Another favorite event is the 120 meter 
ski jump. Again, a bit of waggling gets you 
going and increases your speed. After 
making the jump, watch your shadow near- 
ing the snow below to time your landing 
move. It didn't take much time before I 
became quite good at this. 

An event with which you may not be as 
familiar (I wasn't) is the biathlon, involving 
both skiing and shooting. After the obliga- 
tory waggling sequence, you are presented 
with a magnified circle hovering over distant 
targets. You must hit key areas within each 
target. This sequence, as well as all others, is 
explained sufficiently in the manual to allow 
you to be an effective competitor. (You may 
want to keep the manual handy for reference 




when getting started in the game.) 

The in-house programming team at 
U.S. Gold has warmed my heart with this 
slick new release. It's a package that is 
loaded with the needed elements of addic- 
tiveness and ease-of-use that will keep me in 
cool company for months to come. The cost 
is a bit pricey, but you can feel secure know- 
ing that it's packed to the brim with quality 
gaming (not to mention being cheaper than 
the real thing). ■ RV 

ON THE OTHER HAND... 

We feel this game deserves two letter grades 
lower than it received. When you combine six 
mediocre games, it doesn't result in one good one. 




CHEATS & TIPS 



ALIEN BREED 2 level codes JURASSIC PARK level codes 

Level 2 353828 

Level 3 108383 

Level 4 370101 

LevelS 982822 

Level 6 847464 

Level 7 737373 

Level 8 928112 

Level 9 267364 

Level 10 193831 

Level 11 090921 

Level 12 309383 

Level 13 101221 

Level 14 103992 

Level IS 998112 

Level 16 125332 

Level 17 091233 

ALIEN BREED 2 cheat 

10 Lives 000000 

50 Keys 378829 

50,000 Credits 736363 

BOB S BAD DAY level codes 

Level 10 XCKCKXPE 

Level 20 VDPEFWNG 

Level 30 SEAGGUPH 

Level 40 QEAIIVNJ 

Level 50 NDPKKWPL 

Lelel60 LFFMLUNM 

Level 70 IDPONWPO 

Level 80 GFFQPUNQ. 

Level 90 DEASQVPR 

Level 100 BEAUSVNT 

CANNON FODDER cheat 

Type JOOLS when saving a 
game to access the cheat mode. 

DISPOSABLE HERO cheat 

Type the word EUPHORIA 
while pressing the left mouse 
button on the high score screen. 

DONK! cheat 

Type ABLE TO CHEAT when 
the screen turns red. Then use 
F1-F4 keys for povver-ups. 



STANDARD VERSION 




8EB75C3 


Level 3 


DE5FB8C5 


Level 4 


EEE7740D 


Level 5 


BEB75C25 


Level 6 


AEA7542D 


Level 7 


BEA7542D 


Level 8 


CE5FB0C5 


Level 9 


FE6FA8DD 


Level 10 


EE77780D 


Level 11 


9E074035 


AGA VERSION 


Level 2 


B5A48352 


Level 3 


E54C67AA 


Level 4 


D5F4AB62 


Level 5 


95B48B42 


Level 6 


85A4834A 


Level 7 


85B48B42 


Level 8 


F54C6FAA 


Level 9 


C57C77B2 


Level 10 


D56C7FBA 


Level 11 


A5149F5A 


HIRED GUNS cheat 



Type AMIGA during play for 
infinite energy and ammo. 

MORTAL KOMBAT cheat 

Type in Wombat or Vampire in 
the intro sequence when Goro 
appears. (This cheat only works 
on early versions of the game.) 

SETTLERS level codes 

Level 1 START 

Level 2 STATION 

Level 3 UNITY 

Level 4 WAVE 

Level5 EXPORT 

Level 6 OPTION 

Level 7 RECORD 

Level 8 SCALE 

Level 9 SIGN 

Level 10 ACRON 

Level 11 CHOPPER 

Level 12 GATE 

Level 13 ISLAND 

Level 14 LEGION 







AMIGA ACTION REPLAY CARTRIDGE 




M 


rtmty* 


A500 589 ppd. - A2000 $99 ppd. 


1 




a 


These useful cartridges atlo-w you to acquire infi- 
nite lives in nearly every game, slow games down, 
grab graphics and Smmdlracker modules, copy 


> 


J^| ^^^^H 








compatible but tuottriuork with most accelerators, 
Sendyottr order to /IC7. or call its far more info. 







Level 15 PIECE 

Level 16 PASSIVE 

Level 17 RIVAL 

Level 18 SAVAGE 

Level 19 XAVER 

Level 20 BLADE 

Level 21 BEACON 

Level 22 PASTURE 

Level 23 OMNUS 

Level 24 TRIBUTE 

Level 25 FOUNTAIN 

Level 26 CHUDE 

Level 27 TRAILER 

Level 28 CANYON 

Level 29 REPRESS 

Level 30 YOKI 

STARDUST level codes 

Level 2 ....BGSUAAAAAIOM 
Level 3....CDSSUAAAAMGL 
Level 4 ....DLSUVQATALMK 
Level 5 ELSUVXRRAJLL 

THEATRE OF DEATH cheat 

Type SHED SOFTWARE as a 
password for unlimited ammo. 



WONDERDOG level codes 

Level 2 LEMONADE 

Level 3 PHARMACY 

Level 4 ULTIMATE 

Level 5 DANIELLE 

Level 6 LUCOZASE 

ZOOL 2 level codes 

Level 2 SESAME 

Level 3 RONSON 

Level 4 FUNKYTUT 

Level 5 HISSTERIA 

Level 6 7SLURP 

Level7 PLUNGER 

ZOOL 2 cheat 

Type these on the title screen or 
options screen, and the screen 
flashes. Hit return to skip levels. 

Skip levels BUMBLEBEE 

99 items ALCENTO 

20 lives VISION 

Infinite bombs KICKASS 

Infinite time OLD ENEMY 

Infinite energy ..TOUGHGUY 



Games Too Expensive? 

Consider Pre-owned Software 



Save big $$$ over new 

Original disks & manuals 

AMIGA - IBM - C64 

Hard-to-find classics plus 

many recent titles 

We also carry all the latest 

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We Accept: 







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n 
:rj 

P 




a 



This month, I have searched high and low for the PD/Shareware 
Amiga games that I think warrant mention. While not all of them may 
be exactly new... I think they are some of the best picks as of late. If you 
can't find these on your local BBS or on the Internet, don't hesitate to 
support mail order shareware companies. 



ASTERIODS II 0.92 

What do you get when you 
combine Asteroids, Sinistar, 
Mine Storm, and just about any 
decent Asteroids derivative into 
one game? Why, you get Mike 
Seifert's Asteriods II, of course. 
(Note the difference in spelling and pronunciation. 




AGZ legal 



NORTHWEST PUBLIC DOMAIN 



/'CD Rom Bonanza!^ 



17Blt CD Collection vol. 1(2 ffi's) J39.95 

NEW! 1 7Blt CD Collection voL 2 (1 CD) $19.95 

17BJ1 CD Collections 1&2_oqJv_$54.95 



Aminet CD IWalnut CreeK promised the new 
one by Mid - March(UhHuh) 1994 -$15.95 
DemoCD 1 (Games.Music.&Mods) $27.95 
DemoCD 2 (Same as above. Newer ) $27.95 
CDPD 2 (Fish 660 - 760, cllpart utils) $25.95 
CDPD 3 (Fish 761-890.24 bit pix, etc) $27.95 
FRESH FISH (FISH 650-950 ♦ More) $19.95 
LIBERATION (Best CD32 Game) $36.95 

Labyrinth of Time (Finally!) $34.95 

ARABIAN NIGKTS (best platform) $24.95 

MICROCOSMfCross your Hngers)$Call 



Lock -N- Load 



The ULTIMATE AMIGA PO / Shareware Games 
Compilation!! How about 1,000 Games and 
Commercial Game Demos? All runnable from Work- 
Bench! Compatible with CD32 I CDTV, A570 and any 
External Amiga CD-Rom Drive! How Much!?! 

V ^ ONLY S22.49 (+S2.00S&H) J 

SEND Sa.OO for CATALOG DISK & FUSR 

WE CARRY THE FULL LINE OF 17 BIT DISKS, AS 
WELL AS ANYTHING ELSE YOU MIGHT HAVE 
SEEN OR HEARD ABOUT!!! 
CLR LICENSEWARE- We carry the 
full line of CLR LICENSEWARE!. ALL of 'em! 
PRICES: 1 DISK TITLE - $5.50 

2 DISK TITLE - $6.50 

3 DISK TITLE- $7.50 

(SHIPPING AND HANDLING FOR CLR LICENSEWARE 
DISKS IS THE SAME AS FOR OUR REGULAR DISKSI) 

II1VEW IJCClNSIiWAIUi!! 

MAD FIGHTERS 1 20011 Great new 'Street 
Fighters 2' game. 3Disks, PAL. - S9.Q0 
Fl RACER - 'Indiannapolis500' type 3D 
driving game. 1 Disk. PAL. -- S5.50 
CRYSTAL SKULL - You as 'Indiana Smith' 
must retrieve the fabled Crystal Skull, but 
the Aztecs try to stop you. lDlsk,PAL,S5.50 
VIKING SAGA - You must stop the invading 



hordes ot the evil 'DoomDark' by uniting the 
surrounding villages inlO days.lDisk.PAL.S5.50 
KNIGHT FIGHT - Defedt the EVIL Nasties in 
this 'Barbarian' type beat'em up.lDisk,S5.50 
ARCHIPELAGOS CAMPAIGN - Conquer the 
islands one by one.Like Risk. 1 Disk, PAL.S5.50 
THE LOST PRINCE - Adventure game, which 
appears to be done by the same team 
which did StarBdse 13. 2Disks, PAL, S6.50 
SPACE POWER - Up to i players can play in 
this Gravity powered shooter. 1 Disk.PALS5.50 
HAIRPIN 2 - Overhead racing In the Super- 
Sprint mode. 1 Disk, PAL, S5.50 
TEN PIN BOWLING - Well, its uh, bowling, 
also includes Logicircuit. lDisk,PAL,S5.50 
CYBALL 5 - Guide the bouncing boll through 
the cove collecting stars. 1 Disk, PAL, S5.50 



REMEMBER! ANY 10 ASSASSINS GAMES 
DISKS FOR ONLY J 1 5.00 + $2.00 S*H[! (WE 
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WV> GAME DISKS! 

GAM 272 - MEGAB ALL 3 - All new with AGA 
graphics support. Same great game .more colors 
GAM 273 - MINE RUNNER - Awesome recre- 
ation of the classic Lode Runner game!! 
GAM 274 - Scorched Tanks 1.75 - Artillery 
Classic! All new front end with more weapons! 
GAM 275 - INCINERATOR - Killer new 
version of Missile Comand. uses a whole 
new perspective. ++ SHAREWARE++ 



NEWPK1CINCUU 

F_oxl7 UrUJEP^ftMQlBi snrt ASSASSINS 

Games D!sks_p_rMngJs npw as follows: 

1-24 Disks - $2.00 Ea. 25-49 Disks - $1.50 

Ea. 50* Disks - $1.00 Each! FRFD FISH 

DISKS ARE NOW: 1-24 Disks - $1.50Ea. 

25-49 Disks - $1.25 50* Disks - $1.00 Ea. 

SHJJrSllCLSJiANELINGj 

1-10 Dlsks-$2.00, 11-50 Dlsks-$4.00 

51+ Disks $6.50 (SiH Prices for US, 

CANADA and MEXICO.all other Foreign 

countries add $0.25 per disk) 

We accept Casb. Cbecks. and Money Orders 

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P.O. Box 1617 - Auburn, WA 98071-1617 [2061351-9502 




dept.) Not only does this game have all of the elements that made 
the aforementioned titles good, it has its own unique flavor that 
makes it distinct from the other hordes of Asteroids clones on the 
scene. 

Asteriods II actually gives you two different games, the origi- 
nal Atari version of Asteroids and Seifert's own recipe for action, 
Asteriods II. We all know how to play Asteroids, so let's concentrate 
on Asteriods II. Let me tell you this, you've never seen firefights as 
intense as the ones in this game. 

Take the original game, throw in power-ups, enemy fighters, 
motherships, and the classic vector graphics of the arcade original, 
and you have Asteriods II. This game has some of the hottest action 
around. It ranks right up there with most any commercial shooter 
these days. The game looks simple at first, but you'll soon find out 
it will keep you occupied for hours. 

The game is also stuffed with options. It can be set for differ- 
ent game speeds for different processors, and the level of play can be 
boosted or lowered. There is even a two player mode - both players 
can brave the universe as teammates, or they can fight as bitter 
opponents while they also blast invading forces. Asteriods II 
receives my highest recommendation. 

MATRIX BLASTER 1.00 

One of my all-time 
favorite arcade games has to be 
the 1982 classic Tron. It's a 
little tough to find Tron these 
days, not only because it's an 
old game, but because a lot of arcade owners have converted the 
cabinets to Two Tigers. However, many Tron enthusiasts have 
ported the most famous of all the sub-games in the coin-op and 
perhaps the film's most remembered scene (the light cycles) to vari- 
ous computer formats. 

The latest version for the Amiga is a team effort called Matrix 
Blaster. This fine rendition of the arcade sequence was coded in 
AMOS by Sami and Nadeen Cokar along with W. Jared Brookes 
who also did the graphics for the game. It plays just like the arcade 
and even has some nice samples taken directly from the movie. 

Matrix Blaster is completely system friendly and provides 
decent entertainment for short gaming sessions. While the concept 
does wear thin... hey, it's a classic. Don't complain. Tron fans will 
love this one. 

AMIGA BOULDER DASH 1.909 

Boulder Dash clones are a 
staple in the Amiga shareware 
arena. It seems almost every 
day a new Boulder Dash clone 
pops up from somewhere. One 
of the better clones is Jeff Bevis' Amiga Boulder Dash. 

Amiga Boulder Dash features not only the original game with 
the levels and gameplay of the 8-bit classic, but a set of all new caves 
and even a level editor for endless playability. All of this is topped 
with sharp graphics true to the original game and a new, modern 
version of the Boulder Dash theme song. This is the perfect combi- 
nation of action and strategy - keep an eye out for it. ■ 




OIM TARCE 

SEND YOUR LETTERS AND COMMENTS TO AMIGA GAME ZONE, 103 WEST CALIFORNIA, URBANA IL 61801 




I THINK you need to cover less platform 
games and more role playing games. 

Brenton K. Mosser 
Hagerstown, MD 

In order to provide readers -with timely infor- 
mation, we only review games that have been 
recently released for the Amiga - so we're at the 
mercy of the game publishers. Our first issue 
was arcade-heavy because that's all that was 
available at the time. In this issue we have a 
better balance - we're hoping this continues. 



This one's for you, Brian. 




The year is 2127. Fantasy Island has returned 
to television... this is Tattoo in full body armor. 



REVIEW GAME related hardware... 

Pedro Aguiar 
Fall Rover, MA 

INCLUDE INTERVIEWS in your mag... 

Andre Phillippe Reavis 
Walla Walla, WA 

Next issue we'll have an in-depth interview 
with Jaeger Software, and we're working on a 
comprehensive joystick roundup as we speak! 



ALL I can say is that it's about time. Every where I looked 
computer stores were discontinuing Amiga products. And then, just 
as suicidal thoughts were beginning to cross my mind, I decided to 
pay a visit to my local computer store. That's when I saw it. Hidden 
behind a stack of Compute was the very last issue of Amiga Game 
Zone. I quickly darted across the store and leapt over the counter to 
secure this new treasure. " I am not worthy," I thought as I went for 
my wallet. Never have I been happier to shell out 5 bucks, except for 
that time in Mexico when... (Well, that's a different story). Thank 
you Amiga Game Zo?ie for giving me a new lease on life. 

Steve Fesnandes 

Saint John, NB (Canada) 

Thank you for this month's obligatory Amiga Game Zone is great" letter! 

I DIDN'T agree with your review of Hired Guns - personally it 
is boring on one player mode. 

B.J. Weiss 
Fleetwood, PA 

We didn't say it wasn't, and you may be right. My advice is to buy a four 
player adapter and then make some friends. Or maybe the other way around. 



I AM greatly interested in your products. Would you please send 
me your catalog full of your products? Thank you for your time and 
cooperation. 

Signed 

Sadly, this letter was left unsigned even though the word "Signed " was 
scribbled on the letter. Mystery writer, why do you taunt us so? Our policy 
is that we don't publish unsigned letters, but we were so touched by your 
sincerity. We would absolutely love to send you a catalog full of our prod- 
ucts" if we only knew your name... Cliff from Philadelphia, is thatyou? 



Zipp 



erware 



626 S. Washington 
Seattle, WA 98104 
(206)223-1107 



I WAS reading a magazine called Diehard GameFan and they 
ripped apart the Amiga CD . They claim that Amiga CD-> 2 is not 
even in the same class as the 3DO and Jaguar. They also stated that 
it is starting to annoy them because it is so terrible. I was thinking 
that maybe your readers could write letters to them stating how 
ignorant they are. The address is as follows: 

THE POSTMEISTER 
6400 Independence Ave., Woodland Hills, CA 91367 



David O'Connor 
Rochester, NY 






AMIGA GAME ZONE #1 - $4+$l S/H 



If yon don't have our premiere issue, von missed oat 
on Alien Breed 2. Hired Guns, and 10 CF>*~ reviews; 
n Syndicate players guide; pins cheats to some of the 
best games of WS3 (Body Blows. Chaos Engine, 
Desert Si rite. Flashback, Lemmings 2, Lost Vikings. 
Sitperfrog, ami Syndicate). Order this back issue from 
/IGZ at the address above (quantities are limited). 



AGA Only Games 
Burning Rubber $34.95 Chaos Engine $34.95 Civilization $49.95 
D/Generation $34.95 Jurassic Park $36.95 Naughty Ones $34.95 
Ryder Golf $34.95 Soccer Kid $39.95 Second Samurai$39. 95 

Sim Life $34.95 Star Trek $44.95 Transartica $30.95 

Classic Game Compilations 
Awards Winners 2 (Zool, Sensible Soccer, Elite, Snooker) $39.95 

Combat Classics (F-15 Strike Eagle II, Team Yankee, 688 Sub) $39.95 
Combat Classics 2 (F-19 Stealth, Pacific Islands, Silent Service II) $39.95 
Dreamlands (Transartica, Storm Master, Ishar) $39.95 

Excellent Games (Populous II, James Pod 2, Shuttle, Pool) $44.95 

ECS/AGA Titles 

Dune II $39.95 Liberation (ECS/AGA) $39.95 

Seek & Destroy (ECS/AGA) $34.95 Mortal Kombat $34.95 



CD32 



Arabian Nights, Barnes Soccer $24.95 

Castles 2, D/Generation, Diggers, Fire Force, Labyrinth of Time 

Mean Arena, Nigel Mansell Racing, Oscar, Pirates Gold, James Pond 2 

Trolls, Whale's Voyage, Zool $39.95 

Liberation $44.95 

All Hits Karaoke (14 songs: Angel Eyes, Melt With You, Paradise By 

the Dashboard Light, What A Wonderful World, Why Don't We 

Get Drunk, You Shook Me All Night Long, others.) $34.95 

Free Shipping with two or more CD titles. 

Airborne Express Select Delivery (next day in most cases) just $6.95' : ' 

We are an Amiga Dealer. 
Amiga 1200/4000/CD32 in stock. Please call. 

The fine print: Send check/money order or call with Visa/Mastercard. 

Shipping and handling: All software orders $4.00 US/Canada, 

$7.00 foreign. COD accepted, $20.00 minumum order, add $4.00. 

Prices subject to change. Airborne Express $6.95 up to 2 lbs., call 

for additional charges over 21bs. Thanks for you support.. 



[n 



-i 






®_ 



in 
in 



C3 




It is a short list, as lists of Amiga games go, but 
it is written in golden script. 

David Braben has never been espe- 
cially prolific in his published work 
- Frontier took five years to 
complete - and his games to date haven't 
even been notably Amiga-specific. (Frontier 
is the first Braben game to initially appear 
on the Amiga). Nevertheless, the handful of 
Braben-authored Amiga games that exist - 
and most of those to which he has 
contributed - have the pure and simple scent 
of greatness. 

Actually, that is the least tangible of a 
number of common bonds. All the games 
are 3D. All are bound up in some fashion 
with polygons. All are vaguely open ended, 
destination: where-you-will. All are sim- 
like, and yet not quite sims. And all are 
quietly, intuitively playable, without any 
broken-dam torrent of features. The list 
starts with ... 




© 



ELITE (RAINBIRD, 1988) 

Well, that about says it, doesn't it? I 
could just shut my big mouth and end this 
section right here. Had Braben done noth- 
ing else, he would be remembered for Elite. 

This is the game that launched a thou- 
sand spaceships... 999 of which probably 
crashed and burned while trying to dock 
with a space station. This space trading 
game - playable to a fault in its day and 
influential beyond telling after it - inspired 
"Braben = The Lord Thy God" devotion 
from gamers who occupied small lifetimes 
doing things the hard way. 

Which, as it happens, was also the only 
way, as Elite - a stripped-down Frontier, in 
many respects - was not nearly so well 
supplied in handy-dandy, universe-in-my- 
pocket tools as Elite II. I have read accounts 
of people playing this game for 10 years, and 
I believe them. After all, when you have to 
work hard at something to be good at it - 
a quality too rare in present-day games - 



familiarity and love come easy. For some 
folks, Elite was a night job, and a tough one 
at that. 

There's no denying its popularity, or 
that it set the standard for games like 
Federation of Free Traders that followed. 
And yet there seem to be two schools of 
thought on Elite Amiga these days. 

1) How dare you say, "There are two 
schools of thought." We were put on Earth 
to play it. 

2) It is more like an affable elder states- 
man who's not quite in the loop anymore. It 
has some charm and some good stories to 
tell, but once you've heard its stories and 
experienced the charm, you'd be better off 
hanging with one of its proteges. 

That second reaction (mine) is doubt- 
less in some measure a product of the game's 
age. Released first in 1984 for the BBC 
Micro, Elite came to the Amiga late in its 
own history but rather early in the Amiga's, 
and six years later, in the wake of Frontier, 
that fateful combination makes it something 
of a museum piece. The music - Strauss' 
Blue Danube waltz - remains peerless, but 
not much else was done to it, and the 
newcomer may now find the game feels like 
a visitor from a different era. 




VIRUS (RAINBIRD, 1988) 

Almost anything that Rainbird 
released in its late-'80s heyday is worth a 
good look - look for a Rainbird diskography 
in a future O-Zone - and so it is with this 
odd bird. Imagine Britannica's Archipelagos 
as an external-view flight sim instead of a 
strategy/puzzle game, or a Thrust 3D, and 
you'll start to have a clue. At its heart, Virus 
is an action game. Aliens are attacking - 
aliens always seem to be attacking some- 
where - and spreading an unpleasant red 
virus. You have to zap 'em before they 
pollute the whole landscape. 

The controls are elusive at first - it's 



easy to go ballistic when you just meant to 
go - and the hoverplane's wedge shape 
always made me wonder which way it was 
going to head. But the game has a decided 
eye for detail (what with houses, palm trees 
and fish jumping in the seas), the 3D engine 
can't be faulted (Virus runs like a demon on 
the most basic machine) and the game has 
an effortless appeal. You'd swear there was 
more to it than shooting. Cheap at twice the 
price. 




CONQUERER (RAINBOW ARTS, 1990) 

Often attributed to Braben, this 
WWII-era tank game (the precursor to 
Campaign) is actually the work of one 
Jonathan Griffiths. But it does use the 3D 
graphics routines that Braben devised for 
Virus - you'll identify the connection right 
off the bat - and that contributes in no small 
measure to the game's slow-burn appeal. It's 
like playing in a thick fog. 

So what's on the other side of the 
Frontier? More Frontier, it looks like. In a 
phone interview from the UK, Braben indi- 
cated an A1200 version of Frontier is likely 
and a CD-" version was just released. 
Modules for the original are also planned for 
"some time in the future" - including the 
alien races much-sought (and not found) by 
Frontier devotees. 

Don't look for the bitmapped polygons 
of the IBM version on the A1200, however; 
Braben indicates the Amiga's method for bit 
mapping would slow down the the game too 
much. The principal changes there will 
instead be speed - the code optimized for 
the '020 processor and the blitter used 
differently. (The game on an unaccelerated 
1200 is stodgy.) The detailed polygons may 
surface on the CD , but Braben indicated 
that, even with the console's chunky-to- 
planar graphics conversion chip, the speed 
still might suffer. 

Either way, even with a little tarnish, 
gold is still gold. ■ 




H4MB0DY 




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■4 




its* 



fdAiM' 



tKjiniPsK, *c» '*« *«*_ 




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